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Page 1: Player's Guide to Fighters and Barbarians
Page 2: Player's Guide to Fighters and Barbarians

INTRODUCTION

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Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.This printing of Player’s Guide to Fighters and Barbarians is published in accordance with the Open Game License. See the Open

Game License Appendix of this book for more information.Player’s Guide to Fighters and Barbarians, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio,

the Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals, and Relics & Rituals 2:Lost Lore are trademarks of White Wolf Publishing, Inc. All rights reserved.

The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.“d20 System” and the “d20 System” logo are Registered Trademarks owned by Wizards of the Coast and are used according to

the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.

Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.

PRINTED IN CANADA.

Check out upcoming Sword and Sorcery Studioproducts online at: http://www.swordsorcery.com

CREDITS

AUTHORS:Will Timmins (Chapters 1–3) and Bruce Baugh (Chapters 4–6)

ADDITIONAL MATERIAL:Joseph D. Carriker, Jr., Werner Hager, Jeff Tabrum

DEVELOPER:Joseph D. Carriker Jr.

EDITOR:Anita Hager

MANAGING EDITOR:Andrew Bates

ART DIRECTOR:Rich Thomas

LAYOUT AND TYPESETTING:Mike Chaney

COVER ARTIST:Michael Phillipi

INTERIOR ARTISTS:David Day, Nate Pride, Mark Smylie,Rich Thomas, & Tim Truman

FRONT & BACK COVER DESIGN:Mike Chaney

DEDICATIONTo Haven House, for making my San Diego stay enjoyable.

Thanks for being such great hosts, guys.“Graveyard” Greg McNutt, for providing a wonderful

weekend. Here’s to many more like it.Scott “Scix” Maddix, for being the bold, kilt-wearing, divinely

inspired madman you are.Aeire Ceara, for commiserating with me about deadlines.

See? I’m not crazy!Lynn Dobbs, for lending us the means to get around town, and

being a cheerful face when we got home.Steph Burrows, for geeking out with me. Long Live the Slayer.Chris “Filmbuff” Ward, for commiserating with me

about the splendors of Mac-dom, and for being the biggestmovie geek I know. It’s always the quiet ones…

Le “Iceraver” Morgan, for being the lean, mean, comiccollecting machine he is.

John Hentges & Nathan “Serpens” Murray, for beingwonderful hosts, and for wiping the floor with me in various andsundry games, both card and console.

SPECIAL THANKSTo The Brothers Wieck, for letting us use the

weapon speed rules from EverQuest. Thanks, guys.

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PLAYER,S GUIDE TO FIGHTERS AND BARBARIANS

PREFACE 3INTRODUCTION 4BOOK ONE: FIGHTERS

CHAPTER ONE: A HISTORY OF WAR AND COMBAT 8CHAPTER TWO: THE COLLEGES OF WAR 22CHAPTER THREE: MERCENARY COMPANIES 38

BOOK TWO: BARBARI ANS

CHAPTER FOUR: A SHAMAN’S TALE 48CHAPTER FIVE: TRIBES OF THE SCARRED LANDS 60CHAPTER SIX: A LAND OF SPIRITS 72

APPENDICES

APPENDIX ONE: THE WAYS OF BATTLE 82APPENDIX TWO: THE MASTERS OF BATTLE 94APPENDIX THREE: THE TOOLS OF BATTLE 128

LEGAL APPENDIX 140

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Welcome to the second in the Player’s Guide series.Our intent with this series is simple: We want to

examine the ways in which players can become a stron-ger part of the setting in which their characters exist. Byproviding ways in which characters may derive a back-ground from and have a role in the setting’s development,they become closely tied to the setting. In turn, playersadopt a more vested interest in both their characters andin the setting as a whole. The more richly a setting isdeveloped, the more characters can “come to life,” cre-ating memorable role-playing and exciting adventures.

Thus, our goal is to help your characters become aliving, breathing part of the game world.

More than that, though, we want to see how theseclasses might shape and inspire a campaign setting. Theplayer characters — and characters like them, past andpresent — are the movers and shakers in the game world.Not every character in the setting has levels in the so-called “PC classes.” In fact, those who do are in theminority. But from these relatively few individuals comethe events, both heroic and monstrous, that forevershape their world.

Therefore, this series uses the setting of the ScarredLands to help show you how diverse classes weave theirinfluence into every aspect of the tapestry of a gameworld. As with the rest of the book, you can refer to it foryour own Scarred Lands game, or use it as inspiration inany other campaign.

The Player’s Guide to Fighters and Barbarians ismore than suggestions and rules on how to play a certaintype of character. This is a book about determiningwhere your characters, and those like them, have af-fected the world. To this end, we discuss fighters andtheir legacies, their wars, their traditions of combat andthe rivalries that inevitably spring up among those whofollow in their footsteps. We look at barbarian tribes asrepresented in the Scarred Lands and their legacies ofrage, animism and culture.

Within these pages are the most fearsome of com-batants and warmongers. It lies within their grasp tobring peace to the world — or to plunge it into war.

So, welcome to a book filled with savagery and steel, abook of wars, barbarian traditions, combat tactics and newsurprises for those who wield war in both hands.

Welcome to the Player’s Guide to Fightersand Barbarians.

JOSEPH D. CARRIKER, JR.SCARRED LANDS DEVELOPER

SWORD & SORCERY STUDIOS

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PLAYER,S GUIDE TO FIGHTERS AND BARBARIANS

While the Player’s Guide to Fighters and Barbar-ians is designed for use in any d20 campaign, you’ll findthat it is undeniably focused on the Scarred Lands.Throughout this book, you will read many references tothat setting, its history and its inhabitants.

Yet, it would be a mistake to assume that this book’sutility is limited to the Scarred Lands. As explained inthe Preface, the purpose of the Player’s Guide series isshow how the various character classes shape and inspirea campaign setting. The Scarred Lands is used as a singleexample of this process rather than the only one. Anyreferences to it are meant to inspire your own ideasregardless of the campaign setting in which they occur.

Adapting material in this book to other settings mayrequire some work. This introduction should make thateasier, since it offers a comprehensive overview andplenty of suggestions. Armed with its advice, players andGame Masters should have little difficulty tailoring therest of the book’s content to campaigns set in otherworlds, or even to other conceptions of the ScarredLands setting than the standard one presented in Sword& Sorcery products.

As always, the key is for GMs to remember the oft-quoted — though oft-forgotten — truism: you are thefinal arbiter of what is and is not the case for yourcampaign, wherever it is set. This book offers a multitudeof options, variants and alternate takes on many aspectsof the core classes of fighters and barbarians (not tomention an exhaustive discussion of their place in theScarred Lands setting). If anything here runs counter toyour conception of things or would do violence to theestablished truths of your campaign, feel free to ignorethem! That’s as true for campaigns in the Scarred Landsas in any other setting. Use only what appeals to you andis genuinely useful, and discard the rest.

So long as you bear that in mind, this book is asvaluable to players and GMs alike, regardless of whetherthe campaign is set in the Scarred Lands or in a gameworld of their own creation.

TYPES OF GAMESFantasy roleplaying games come in many flavors,

not all of which operate under the same “rules.” That is,each type has its own distinct mood, feel and tone, all ofwhich influence how the game is played and the types ofstories that are told within it. These in turn affect howthe characters relate to the setting and the kind of impactthat they can have on it.

It’s important to note that some campaign settingsare broadly enough drawn that they can allow for mul-tiple types of games depending on the interests of theGM and the players. The following sections providesome insight into the benefits and drawbacks of eachtype. They also make it easier for those not playing in theScarred Lands to categorize their own campaign by itstype, so as to take fuller advantage of the materialpresented in later chapters.

Simply read through the following to see where yourcampaign best fits, and you’ll also find assistance of howto adjust the rest of this book’s contents accordingly.

HIGH FANTASYHigh fantasy is, in many ways, the default type of

fantasy roleplaying setting. Its name derives from the factthat its fantastical elements — magic, monsters, heroism— are at the high end of the scale. High fantasy games arein no way “realistic.” They pay little heed to notions ofplausibility. Instead, they rely on over the top plotlines,outlandish locales and larger than life characters to tellepic stories set in a mythical locale. Most high fantasygames also have a strong component of black and whitemorality to them. The forces of good are virtuous andpraiseworthy, while the forces of evil are vicious andblameworthy.

High fantasy need not be simplistic, however. Infact, many high fantasy tales contain very sophisticatedexaminations of the nature of evil and the very realtemptation to choose it over good as a means to achiev-ing an otherwise just end.

The Scarred Lands setting is largely a high fantasysetting, so the majority of information in this book is wellsuited to use in other high fantasy campaigns. Thediscussions of fighter and barbarian history probablycannot be used specifically as written outside the ScarredLands, but they can certainly serve as inspiration forother settings. For example, Chapter One details differ-ent types of fighters from many different countries withinthe Scarred Lands, along with suggestions on their weap-ons, armor and fighting styles. If your campaign includesan authoritarian monarchy with a devotion to law andorder above all, you could easily use the entry on Calastiaas a basis for fighters from that region. The same is trueof discussions of mercenary companies, war colleges,barbarian tribes and so on. The reality of war is universal,which makes it a relatively simple matter to adapt thebackground material in this book.

The same is true with the rules material in theappendices. With proper adjustment, prestige classes,

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feats and equipment could be added to other campaigns.Many of the variant combat rules could work as well.Don’t forget the type of setting or the tone of thecampaign, however. Some details — permanent wounds,stapling, weapon speed — are not well suited to all highfantasy campaigns, especially those that emphasize overthe top heroism and downplay reality. Still, you canincorporate a great deal of this book’s content with alittle consideration. Those variant rules can be useful ifthe GM feels it’s important that the players know thatachieving great victories does not come without greateffort. As with everything, the final decision lies with theGM and the type of campaign he wishes to run.

LOW FANTASYLow fantasy, as its name suggests, is at the opposite

end of the scale when it comes to fantastical elements.Low fantasy games are often described as “gritty” or“realistic” in that they emphasize the dangers of combatand life in a world with medieval era technology andculture. Considerations of disease, malnutrition andpointless death are often important.

While perhaps not truly realistic, low fantasy gamesaim for verisimilitude wherever possible. Stories in thistype of game focus on lower-key goals — survival, mak-ing a living, getting from point A to point B, and the like.This is not to say that low fantasy is all dreary and banal.Many low fantasy stories can be quite exciting, but a lotof the excitement comes from overcoming more mun-dane obstacles than those in high fantasy. In part, that’sbecause low fantasy also possesses far less magic than ahigh fantasy game. In fact, some low fantasy settings haveno magic at all! Without easy access to spells and magicitems, epic undertakings are far more difficult and thosewho do so often succeed only at great cost to themselvesand their companions. Perhaps unsurprisingly, low fan-tasy morality is less strict than that in high fantasy, in partbecause its characters must do whatever they must toachieve victory, ethical or not.

The background material in this book could work inmany low fantasy campaigns, depending on its generaltenor and tone. For example, the discussions of war ormercenary companies are equally valid in a low fantasysetting as in a high fantasy one. The same is true of thesections on barbarian tribes and beliefs. Because magic isoften less common in low fantasy, you might encounterdifficulty in references to magical weapons, styles orpractices. As such, the GM may choose not to use themin the campaign, or retain them with the caveat that theyrepresent what people believe rather than what is true.This is especially useful for barbarians, whose view of theworld may be limited in some ways. They may believethat the world is alive and full of spirits, but whether thatbelief is justified depends greatly on the GM and how lowthe fantasy is in his own campaign.

The new game rules presented in this book shouldbe handled with care in low fantasy campaigns. Some

feats, like Stalwart or Trick Shot, might be overlyfantastical in a grim and gritty style of low fantasy. Insuch cases, it’s easier to leave them out than to find waysto rework or explain them away. Most of the variantcombat rules would work well in a low fantasy setting.They are more realistic than the standard 3rd Editioncombat rules and lend some verisimilitude to battle. Beaware that they might make combat more complex, oreven slow it down. This may not be an issue in an all-fighter or all-barbarian campaign, but is less desirable inmixed campaigns. The GM should consider whether theadditional flavor gained by using these variants out-weighs the complexity and combat focus they willinevitably bring to his game.

GOTHIC HORRORIn some ways, gothic horror could be considered a

subset of low fantasy in that it rarely involves mightymagic or vast storylines. Gothic horror is a specific typeof game in which fear, passion, mystery and primitivepsychology all contend to create an atmosphere of brood-ing — even angst-ridden — doom. In such games,characters with detailed concepts and backgrounds arevery important, since so many of the plots revolvearound their often-frustrated wants and desires.

Gothic horror is not about the slaying of dragons orthe exploration of new lands. Instead, it focuses onisolation, impotence and self-examination as the spring-boards for tales of terror. Magic is still an important partof gothic horror. Many gothic stories involve curses,transformations and other unnatural occurrences. Yetmagic stays safely in the background, coming to the foreonly at dramatically appropriate moments. So much ofhorror loses its power if there is an easy means tocounteract it. Magic empowers characters in a way thattends to weaken the impact of horrific things. Why beafraid of the dark and shadowy shape in the corner of yourbedroom when a simple light spell can reveal its nature?

This book’s background information should be toneddown or reworked for most gothic horror settings. That’sin part because gothic horror is much like low fantasy,except more focused on interpersonal relationships. Fur-thermore, gothic horror doesn’t obsess on details of thewider world unless they directly impinge on what thecharacters are doing and what motivates them to do so.That said, war is horrific and many GMs might find itinteresting to set a gothic horror campaign during aterrible and bloody war. The same is true of a barbariantribe. Isolated and removed from civilization, such atribe’s existence could be quite frightening is portrayedproperly. Thus, the information in this book could beused to provide background details to add to the realityof games in which war or barbarism play central roles.

Most of the comments about rules material dis-cussed above in the low fantasy section apply even morestrongly to gothic horror. Indeed, the variant combatrules, especially permanent wounds and stapling, are

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PLAYER,S GUIDE TO FIGHTERS AND BARBARIANS

good additions to such a campaign. Everything in agothic horror setting can be used to sow fear and anxiety.Combat is certainly one of the more fearsome things anyhuman being can experience. Consequently, a gothichorror GM would be wise to make it so in his gamethrough the judicious use of these variants.

SCIENCE FANTASYScience fantasy can use the trappings of science

fiction but without any of the underlying science thatgoes with it. Alternately, it can be a game in which magicmixes with science to produce a fantasy setting thatavoids the trappings of medievalism that are usuallyconsidered part and parcel of fantasy. In either case,science fantasy differs greatly — at least superficially —from other types of fantasy game settings. In general, ithas more in common with high fantasy than low fantasyor gothic horror, but it can employ elements of each,such as a degree of grittiness or the absence of black andwhite morality.

In science fantasy games, magic is treated like tech-nology. That is, it is just another scientific process thatcan be understood and harnessed, whether for good or forevil. In some science fantasy settings, magic reproducescontemporary or futuristic technologies, like automo-biles or spaceships. In others, the laws of magical scienceare different and lead to unexpected developments thatbear no resemblance to anything existing in the realworld. Science fantasy assumes that magic has an impacton the world beyond that of adventurers and theirenemies. In many ways, science fantasy is the ultimatetype of high fantasy.

Depending on the nature of the campaign, nearly allof the material in this book could be used in a sciencefantasy setting. Many of the mercenary groups, warcolleges and armies are famed for their use of unusualweapons or fighting styles. In a campaign with magicalfirearms or mechanical suits of armor, some might wellspecialize in them instead. Depending on how recent themagical revolution is that created the science fantasysetting, it’s possible that some of these groups wereresponsible for these innovations in the first place.

At first glance, barbarians do not fit in well withscience fantasy. The barbarians presented here are out-siders who participate little in the wide culture of theirworld. That might be doubly true in a science fantasysetting. Still, a GM could use the barbarians’ tendencytoward isolation as the starting point to a science fantasycampaign, slowly initiating the characters (and players)into the wider — and weirder — world.

The appendices contain plenty of useful new rulesfor a science fantasy campaign. The feats and equipmentwork perfectly well, for example. Indeed, many of thenew types of armor or materials might be the result ofscientific experimentation rather than magic. Perhapsserpentsteel is made through an industrial process thatinfuses the essence of snakes into a metallic suspension

field. The variant combat rules might be less useful inscience fantasy, since its emphasis is on the truly fantas-tic. On the other hand, the reliability of medicaltechnology in such a setting might make it reasonable toinclude deadlier rules like permanent wounding (sincethe PCs can more readily avoid its worst effects).

THE CAMPAIGNMost fantasy campaigns assume that the PCs belong

to a band of adventurers composed of a mixture of racesand classes. Such a group has many advantages, bothwithin the setting and within the game. In the setting, amixed group can draw upon different pools of resources,as the fighter appeals to his lord for assistance and thecleric consults a temple library for hidden lore, forexample. From a game mechanical standpoint, having agood mix of character classes ensures versatility, as thefighters engage in melee combat with enemies and cler-ics are available to heal the injured.

At the same time, there is no reason why a partycomposed solely of a single class need suffer unduly.Certainly, an all-barbarian campaign would be verydifferent from one composed of many different characterclasses. Yet, that difference can also be a source ofstrength, as well as an opportunity to explore playingstyles or plotlines that might otherwise be impractical.For example, the GM might want to run a series ofadventures — or even a whole campaign — aboutcharacters who raise an army to defeat the enemies oftheir lord. Such adventures might hold little interest forplayers of rogues or bards, but they’d appeal greatlyplayers of fighters.

The following sections, therefore, provide brief dis-cussions of the advantages and disadvantages of campaignsbuilt around a single character class. As with everythingelse in this book, the GM should feel free to use as littleor as much of the advice offered as he wishes. Some of theadvice and suggestions offered may be of use even ingames in which there is a mix of classes.

A BAND OF BROTHERSAn all-fighter campaign is relatively easy both to

conceive and to execute. That’s because the fighter,unlike nearly every other character class, is not a special-ist. The fighter is a specialist in combat, certainly, but“combat” covers such a broad area of activity — fromunarmed to armed, melee to ranged, infantry to mounted,individual duels to mass combat, and so on — thatspecialization does not apply easily. With their wideselection of feats, fighters can quickly master severaldifferent styles of fighting, which gives them quite arange in terms of the adventures they can undertake.Moreover, fighters are not exceptionally vulnerable evenif they don’t have the support of other character classes.They may lack access to healing if a cleric isn’t on hand,but they compensate by having vastly more hit pointsthan most other classes. Their primary weaknesses are

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their comparatively weak Reflex and Will saves, whichmake them vulnerable to some magical attacks.

Nevertheless, fighters make an excellent focus for acampaign. Most obviously, military style adventureswork well with fighters. Whether as mercenaries orregular soldiers, fighters excel on the battlefield. Guardduty is likewise a natural choice. Fighters also make fine“exterminators” — individuals sent into an area to rid itof an infestation of enemies, humanoid or otherwise.Most classic fantasy tales include one or more fighters ina lead role.

Also, fighters are an obvious example of a characterwho takes charge and deals with obstacles in a direct way.It’s no wonder then that an all-fighter campaign has animmense number of options available to it.

Here are a handful of ideas to use in an all-fightercampaign, which the GM can use as inspiration for hisown games:• The characters are the last surviving members of a

decimated army, forced to fend for themselves intheir now-conquered homeland.

• The characters are rootless mercenaries who fightfor whomever pays them, no matter how dangerousor questionable the conflict.

• The characters are the bodyguards of a powerfulmerchant prince and accompany him as he travelsacross the world doing business.

• The characters are a band of knights errant, travel-ing the countryside righting wrongs and defendingthe oppressed.

• The characters are soldiers sent as military advisorsto a beleaguered ally of their homeland and mustnow contend with both an alien culture and thepoor quality of the ally’s own forces (which theymust upgrade).

THESE ARE THE THINGS IN LIFEThe all-barbarian campaign is both easier and more

difficult than it might appear. On the one hand, it is easyto conceive of entire barbarian tribes on the edge ofcivilization with their own culture, society and ways ofdoing things. Yet, those tribes consist of more than justmembers of the barbarian character class. Rather, suchtribes are comprised of many types of individuals who arepart of the same “unrefined” culture.

An all-barbarian campaign would consist of mem-bers of the character class in the wilds, but could also beset in more civilized lands. Either option has a longfantasy tradition on which to draw, with mighty thewedbarbarian warriors being a staple of the literature sincethe beginning of the genre.

The difficulty comes in seeing how barbarian cam-paigns differ from those of fighters. Mostly, it’s a matterof tone and perspective. Barbarians are sometimes por-trayed as simple-minded rubes while at other times theyare depicted as noble savages possessing virtues lost tocivilized men. The GM should decide the perspectivebest suited for his campaign — preferably a happy me-dium, since neither extreme is satisfying in the long term.

In their own lands, barbarians can defend theirtribe, engage in blood feuds, participate in religious ritesand live life to the fullest. In civilized lands, barbariansare outsiders. They can be commentators on the whysand wherefores of civilization, as well as overawed new-comers. GMs would be wise to think about both the placefrom which barbarians came in the came and where theywill be adventuring in trying to decide the tone he willuse. In many ways, it is tone that is far more importantthan the content of the adventures themselves.

Here are a handful of ideas to use in an all-barbariancampaign, which the GM can use as inspiration for hisown games:• The characters are special emissaries of a great

barbarian king, sent into civilized lands to learnabout their decadent ways.

• The characters are the chosen of the Elder Spirits,called to defend their tribe against all enemies andprotect its lands from invasion.

• The characters are young barbarian warriors hopingto prove themselves and be admitted into the bloodbrotherhood of the adult warriors.

• The characters are the children of non-barbariansraised by the tribe who one discover the truth abouttheir heritage and set off to see in which world theytruly belong.

• The characters are warriors in a tribe locked in anancient struggle with evil humanoids and whosefortunes have been steadily decreasing over thedecades.

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While fighters are the elite, most armies areprimarily composed of poorly trained conscripts.Many are merely commoners with weapons, but agood number are actual warriors of some kind. Thesewarriors have some skill and experience, but lack thededication and training of a true fighter. While thereare other elite groups with martial skill, what distin-guishes a fighter from the others is the focus onmaneuvers and prowess — the art of war itself. Thedistinct philosophies by which fighters approachwarfare, organize their forces and react to oppositionshape the various martial traditions.

Military traditions influence the outlook of othermartial classes in a given region. Warriors will roughlymirror their professional betters, but with cheaperarms and armor and with more straightforward featslike Toughness. Other classes may adopt elements offighter traditions, either out of a need to work along-side their fighter allies, or in order to defend againsta particular regional maneuver. This influence also

The bones of the world are its history, and warfare its blood.The oldest legends describe struggles both great and minute. Ourhistories and day-to-day affairs are likewise filled with every-thing from highwaymen accosting merchants to vast legionsclashing on the battlefields. Everywhere conflict drives life in theseScarred Lands. Peasants grow food for our troops, laborersbuild roads for our armies, and craftsmen forge arms and armor.And at the heart of every nation are its soldiers.

— Captain Corvith Raess, of the Calastian army,to a troop of new recruits

can reflect upwards. Barbarians of Albadia, for ex-ample, dominate the military culture. As aconsequence, the fighters of Albadia have a ratherbarbarian approach to battle, though with moresophisticated combat skills.

WARS OF THE PASTThe earliest reliable records of military tradi-

tion can be traced back to the formation of theLedean Empire. Though bards might sing of moreancient battles, such as the end of the Ancients andthe war against the slarecians, the tales of theseconflicts are more supposition and symbolism thanhard facts and useful tactics.

The Ledean Empire formed under the rule ofthree generals who fought against the slarecians.The original Legion of the generals soon expandedand, by the end of the Triumn dynasty, a largenumber of martial schools were opened in order to

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pass on the skills used by the Legions. The relativepeacetime gave the Empire time to reflect and build.

As the schools became a larger part of militarylife, they developed into full war colleges and be-came the backbone of the Ledean military. Followingthe imperial approach, they served to rapidly assimi-late new strategies and respond to the changingdemands of the Legions.

The troubled periods of Ledean history broughtgreat changes to the schools. In many cases collegeswere disbanded, divided, or amalgamated. Histori-ans commonly believe that the Morian Dynasty inparticular saw the end or transformation of all exist-ing war colleges. Some war colleges dispute thisanalysis.

Several dynasties saw the rise of foreign influ-ence or rule, such as that of the Sam'Marith. Elveninfluences, particularly in archery, and the whirlingsword-dance styles of middle Ghelspad were incor-porated into the war colleges early in the empire’shistory.

The last few dynasties brought new transforma-tions. The order and control needed to maintain theschool-to-Legion structure began to break down. Inmany cases, the growing difficulty of travel led tomilitary units identifying more strongly with localpeoples. This became especially apparent as legionsbegan training their own recruits far from the tradi-tional colleges. In a myriad of ways, the Legionsbecame more closely tied to the provinces than tothe empire.

The slow end of Lede saw a great evolution ofmilitary structure and style. While once Legionsfought outsiders, now provinces fought amongstthemselves. The phalanxes and foot soldiers of theLegions did not perform as well when turned againstone another. The Legion of Steel, the armies ofLageni, and many other regions developed moremobile forces during the chaotic battles of this time.Tight formations were phased out in favor of mobil-ity. Lighter cavalry was used in a support role andmounted archers became highly sought after.

The third great period of warfare was the rise ofthe Charduni Empire. Many of the changes broughtabout by the decay of Lede were accelerated duringthis time period. Faced with overwhelming numbersof enemies in solid formation, highly mobile strikeunits minimized the danger of over-committingforces. Loose guerilla fighting, once considered theprovince of uncivilized and lesser foreigners, becamethe order of the day.

The Titanswar saw both the resumption anddestruction of large-scale formation battle. Whilearmies were arrayed in vast force, all saw epic losses.By the end of the war no nation retained enoughmen to properly field a large army.

After the victory of the Gods, armies grew onceagain and marched on the battlefield — yet to thisday the focus on mobility still influences many tra-ditions in Ghelspad.

FIGHTERS IN THESCARRED LANDS

Over the centuries, the many regions of theScarred Lands have developed distinctive militarytraditions. Wars, migrations, and disasters haveshaped each of these approaches. However, regionalstyles of combat are not necessarily used becausethey are the best possible technique for a givenculture. Styles have evolved, influenced by factorsthat are sometimes no longer relevant.

ALBADIAThe fighters of Albadia live in the shadow of

their prominent barbarian culture. Only those withthe spirit of rage may lead, and such spirit is consid-ered vital to the way of the warrior. Wars are ratherloose affairs. While simple strategies such as protect-ing city walls and defending sorcerers are utilized,even urban Albadians lack any strong sense of for-mation or complex tactics. Despite this, there aresubtle cultural undercurrents supporting the way ofthe skilled fighter.

Albadian fighters make frequent use of tattoomagic, particularly elder rod, huror's paw, Madriel'slight, and muskhorn. (See Relics & Rituals for thesetattoos; huror’s paw is found in Relics & Rituals 2:Lost Lore.)

Sorcerers are common support for the Albadianmilitary. They tend toward defensive roles when

USING THE FIGHTING STYLESThese styles can be used to indicate where a charac-

ter grew up and trained, but it is in no way required thata character gain the feats or use the arms of his homeregion. An Albadian may wear chainmail and wield amace, or throw daggers. Still, an Albadian fighter fromthe cities is more likely than not to wield a warhammer.The same applies to other classes. An Albadian rangerfrom the hinterlands is likely to use a two-bladed sword,and is apt to be recognized as Albadian because of it.

Styles provide flavor and may shape the reaction ofothers to a character. They can also be used to quicklygenerate NPCs that are appropriate to a given area.Whether from the DMG or a module, customizingweapons, armor, and feats can give an appropriate re-gional flavor to any NPC.

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fighting other Albadians, but will not hesitate to usetheir destructive magics against foreigners.

Favored Armor: Tribal Albadians are fond ofhide armor. Those of the cities tend to wear chainmail and carry shields.

Favored Weapons: Tribal Albadians gain swiftproficiency in the use of the two-bladed sword,hearkening to the Darklight King Manjolf of theTwo Blades. Many wield a battleaxe as well. Urbanfighters focus on the use of the battleaxe andwarhammer, associated with the god Hedrada andthe Hammer King Orjulf.

Favored Feats: Albadian fighters of the tribesoften develop the following Feats: Battle Cry, ExoticWeapon Proficiency (two-bladed sword), PowerAttack, Two-Weapon Fighting (Spinning Blow).Albadian fighters of the cities develop the followingFeats: Power Attack (Cleave, Great Cleave, Im-proved Bulls Rush, Sunder).

AMALTHEAThe guard of Amalthea is trained primarily in

other lands, some under the excellent tutelage of theWar Colleges. They then serve to organize and traina loose militia, with a distilled tradition appropriatefor defense of a mountainous region. While not aformidable standing army, Amalthean troops main-tain an impressive defense of their region.

Favored Armor: Amaltheans prefer light ar-mor, particularly chain shirts. Warm and comfortable,they can move easily to cover a long wall or otherline of defense.

Favored Weapons: Longspears are common,used in loose formations when attacked or to providereach when defending a wall. Shortswords provideprotection for close-quarter melee.

Favored Feats: Amalthean soldiers typicallylearn the following feats: Combat Reflexes, Dodge(Mobility), Military Training (Advanced MilitaryTraining, Formation Combat), Power Attack

(Cleave).

ANKILAThe lot of a professional soldier

in Ankila is rather limited, giventhe area’s occupation by Calastia. The dis-

cipline of Ankilan military training once stressedformation fighting and proved quite formidableagainst the cavalry of Calastia and the disorga-

nized melee of most titanspawn. This successbegan to falter as Calastians switched to

more mobile attacks.

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Current training has reverted to a maritimestyle that predates precision infantry. This is suitedto the loose patrols and policing that makes upAnkilan duty. The education of Ankilan soldiers iscurrently carried out under the watchful eye ofCalastian officials.

Favored Armor: Ankilan fighters prefer lightarmor, due partially to a desire for mobility andprimarily from distrust on the part of Calastia. Stud-ded leather is the most common armor, with thewealthier or more experienced using chain shirts.

Favored Weapons: The overwhelming worshipof Hedrada and the symbolic importance of theHammer of Ankila combine to make warhammersthe weapon of choice.

Favored Feats: Ankilan fighters usually learn thefollowing feats: Combat Expertise (Improved Disarm,Improved Trip), Dodge (Mobility, Spring Attack).

BLEAK SAVANNAHOnly a few of the bravest travelers have ven-

tured into this harsh and forbidding land. They beartestimony to the surviving cultures in the Bleak. TheKhuun are highly skilled spearmen, and if reports areto be believed, noted for their impressive ability toquickly muster a third of their population. TheMaktarque are elves who, while limited in number,possess the grace and skill of members of the monas-tic orders. Ashnosi warriors are nomads, combiningmusic and warfare with a fierce spirit.

Favored Armor: All of the warriors of the BleakSavannah favor loose clothing, due to the heat inmany areas. The standard outfit, an avashi, is suitablefor use in cloth dancing.

Favored Weapons: The Khuun are masters ofthe spear and typically carry shortspears. Javelins arealso fairly common. They are one of the few groupsin Ghelspad to employ atl-atls. The Maktarque excelin personal combat, using elaborate gauntlets madefrom lacquered wood (functioning as gauntlets).Ashnosi warriors wield a form of falchion that makesa characteristic whistling sound when whirled.

Favored Feats: Khuun soldiers typically learnthe following feats: Combat Expertise, Dodge (ClothDancing), Exotic Weapon Proficiency (atl-atl), PointBlank Shot (Far Shot). Maktarque usually learnthese feats: Defensive Style, Dodge (Cloth Danc-ing), Improved Initiative, Improved Unarmed Strike(Deflect Arrows), Lightning Reflexes. Ashnosi war-riors normally learn the following feats: Battle Cry,Dodge (Cloth Dancing, Mobility), Formation Com-bat, Power Attack.

BRIDGED CITYOpen to the sky above and chasms below, the

Bridged City is vulnerable from every direction. Asizeable military is therefore maintained, account-

ing for a tenth of its population. Service is limited tocitizens, though citizenship may be offered to thosewilling to defend the city. The major elements of thearmy are a heavy pike infantry and crossbowmen.The infantry performs guard and patrol duty, whilethe crossbowmen are placed for cover and fire sup-port. Spellcasters are universally trained to functionin a military capacity, adding a formidable defensivestrength to the city.

Favored Armor: Infantry is typically equippedwith splintmail armor and a large wooden shield.Higher ranked officers will wear half or full plate,once they can afford it.

Favored Weapons: Infantry carry longswordsand may also wield either glaives or ranseurs.

Favored Feats: Infantry is typically trained inthe following feats: Combat Expertise (ImprovedDisarm), Power Attack (Cleave, Sunder), QuickDraw. Crossbowmen typically learn the followingfeats: Dodge (Mobility), Point Blank Shot (Far Shot,Precise Shot, Trick Shot).

BUROK TORNThe strong warriors of Burok Torn are well known

throughout Ghelspad. Dwarves in general have longbeen reputed for their abilities in defending fortifiedholds. Burok Torn, with the Kelder Mountains provid-ing both isolation and natural buttresses, fits dwarvenmilitary tradition. The difficulty of its location, how-ever, is a lack of mobility. Burok Torn must battle wheninvaders come, and there is little ability for the dwarvesto pick and choose battles.

Those who fight for Burok Torn each strivetoward membership in one of the elite forces. Firsttraining to become dwarven defenders, those whotruly excel may be selected as Iron Guardsmen orStone Guardsmen (see Burok Torn: City UnderSiege, Chapter Five).

Favored Armor: The stalwart infantry of BurokTorn typically favor plate mail and large wooden shields.

Favored Weapons: Dwarves of Burok Torn areknown for their warhammers and battleaxes.

Favored Feats: Dwarves of Burok Torn usuallylearn the following feats: Combat Reflexes, Dodge,Endurance, Power Attack (Cleave), Toughness.

CALASTIAThe Calastian military is highly structured, and

owes a great deal to its Ledean origins. Calastia'sarmies are some of the best trained in Ghelspad.While most militaries are mainly composed of war-riors, almost all of Calastia's core units are fighters.

Calastian legions are made up of light and heavyinfantry, cavalry, siege equipment and logistical ele-ments. Nobles normally serve as cavalry. Regiments are

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often accompanied by one or two Calastian battle-mages, for magical support, mounted on heavy warhorses.

Naval traditions rely more on numbers than elabo-rate training. Most naval fighters adopt a loose brawlingstyle, often descended from non-Calastian sources.

Favored Armor: Light infantry don chain shirtsand carry small steel shields, allowing them speedand maneuverability. Heavy infantry favors bandedmail and large steel shields. Both commonly haveshield spikes to augment attacks with their shields.

Favored Weapons: Infantry learn the use of theheavy mace or, if particularly faithful, a warscepter.Soldiers make good use of halfspears and longspears,particularly against charges. Cavalry prefer thewarscepter or heavy lance.

Favored Feats: Infantry are usually trained in:Exotic Weapon Proficiency (warscepter), Forma-tion Combat, Power Attack (Improved Bull Rush),Two Weapon Fighting. Calastian cavalry often de-velop: Exotic Weapon Proficiency (warscepter),Mounted Combat (Ride-By Attack, Spirited Charge),Power Attack (Improved Bull Rush).

DARAKEENEThe military tradition of Darakeene is inti-

mately associated with the Ledean War Colleges.However, though influenced by the colleges, themilitary of Darakeene as a whole has a distinctprovenance owing a great deal to the legions of old.

Modern Darakeene military philosophy favorsarmies capable of long marches and mobility, giventheir many threatened borders. Light infantry andfast cavalry allow deployment with great speed. Na-val fighters favor speed and agility for shipboardfighting. Marines, when used, are typically infantrywith some naval training, suitable for boarding ac-tions or taking a shore. In all cases, the paranoia ofDarakeene leadership keeps them close, hamperingtraining and effective deployment.

Keltai irregulars are occasionally mustered intimes of war. While rather poor troops, they functionadequately for scouting, harassing lines of supply, orproviding a quick press during a larger engagement.

Favored Armor: Darakeene infantry favors stud-ded leather and cavalry typically wear breastplates.Naval fighters and archers usually wear leather. Keltaisometimes wear hide armor, and frequently carrysmall wooden shields. Clothborn armor (see AppendixThree) was invented in Darakeene and is frequentlyused by those who can afford it.

Favored Weapons: Infantry is trained primarilyin the use of longsword and shortspear. Spears maybe thrown, and then longswords drawn for closecombat. Archers typically use longbows, along witha short sword in case they are charged. Cavalry usesabers, allowing good control of their mounts while

attacking. Naval fighters are trained in saps andcutlasses. A Keltai traditionally carries a halfspearand short sword. Some Keltai excel at nets.

Favored Feats: Infantry in Darakeene typicallylearn the following feats: Dodge (Mobility, SpringAttack), Endurance, Formation Combat, Point BlankShot, Quick Draw. Endurance is especially valued asit allows infantry to march hard, sometimes up to 12hours a day. Archers typically train in the followingfeats: Dodge (Mobility), Endurance, Point BlankShot (Shot on the Run), Run.

Cavalry typically train in the following feats:Improved Initiative, Mounted Combat (Ride-ByAttack, Spirited Charge), Skill Focus (ride), WeaponFinesse. Naval fighters are usually taught the follow-ing feats: Blind-Fight, Combat Expertise, ImprovedUnarmed Strike (Improved Grapple), Power Attack(Cleave), Quick Draw. Keltai tribesmen are oftentrained in the following feats: Combat Expertise(Improved Trip), Endurance, Exotic Weapon Profi-ciency (net), Point Blank Shot (Shot on the Run).

DIER DRENDALThe city of Dier Drendal is ringed by golems,

providing an initial, potent line of defense. Thesecreatures, combined with the city’s tactics, allow forrapid mobilization. In formation, a wing of the armyconsists of a line of golems, a pike wall, shield bearersat a distance of 20 paces, archers immediately be-hind, and finally swordsmen. Support and commandfollow behind this buffered line.

Though potent, the army of Dier Drendal is focusedon civil defense and dealing with the dwarves of BurokTorn. They are not able to project force at a distance,though their interests could shift in the future.

Favored Armor: Shield bearers each wear abreastplate as well as carry a tower shield. The otherunits all wear chain shirts, favoring speed.

Favored Weapons: Pikemen typically bear alongsword and a glaive or ranseur. Shield bearerscarry a shortsword, in case they are overrun. Archersutilize composite longbows and longswords. Swords-men typically wield twin short swords of a distinctivedesign.

Favored Feats: Pikemen, shield bearers, andswordsmen receive the same training, learning thefollowing feats: Combat Expertise, Dodge, Forma-tion Combat, Two-Weapon Fighting, WeaponFinesse. Archers gain the following feats: Dodge,Improved Initiative, Point Blank Shot (Precise Shot,Rapid Shot), Weapon Focus (composite longbow).

DUNAHNAEThe soldiers of this powerful nation are amongst

the most disciplined of all Ghelspad. The 21,000soldiers of the military caste are divided into twelvescepters. These groupings are comprised primarily of

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heavy infantry. Light skirmishing is reserved forslave forces and undead. About a third of the mili-tary caste is cavalry, chiefly composed of rankingofficers. This allows a mobile command and grasp ofthe battlefield. Heavy cavalry may be used to crushthe enemy, or to trample recalcitrant slaves.

Finally, the Adamant Scepter is responsible forthe navies of Dunahnae. Military strategies at seafocus on ranged attacks of enemy ships and mobbingto repel boarders.

Favored Armor: Heavy infantry is typicallyequipped with splint mail and large steel shieldsfitted with spikes. Most infantry are at mediumencumbrance. Mounted officers wear splint or bandedmail and a buckler, with scale mail barding for theirhorses.

Favored Weapons: Heavy infantry is trainedprimarily in the use of the longspear, warhammer,and warscepter. Cavalry units are taught the heavylance and warscepter. A sizeable number of cavalryare also trained in firing heavy crossbows from horse-back.

Favored Feats: The infantry of the military castetraditionally learn the following feats: Exotic WeaponProficiency (warscepter), Formation Combat, PowerAttack (Cleave), Two-Weapon Fighting. Cavalry usu-ally develop the following feats: Combat Expertise, ExoticWeapon Proficiency (warscepter), Mounted Combat(Ride-By Attack, Spirited Charge, Trample). Mountedcrossbowmen typically select the following feats: Mounted

Combat (Mounted Archery, Ride-By Attack), PointBlank Shot (Precise Shot), Skill Focus (ride).

DURROVERThe martial tradition of Durrover has always

had a component of desperate defense. The regionwas marked by clan disputes back even to the days ofthe Ledean Empire. Small squads, often members ofan extended family, would assemble to strike attargets and then melt back into the hills when facedwith superior force.

The lowland military tradition of Durrover grewout of naval close-fighting tactics. Those skills havenow been combined with the use of archers, allowingquick strikes and mop-up actions. The main advan-tage of this tradition lies in its use of the roughterrain of the area. Given their greater familiaritywith the land, this tactic of attack and retreat hasproven quite effective.

The highlanders use archers to a limited degree,but are more fond of shock charges. They make gooduse of the fact that a sudden press can startle andbreak untrained troops.

Favored Armor: Lowland fighters prefer lightarmor, such as studded leather, and bucklers. Lightarmor is easily donned and concealed, and allows thewearer to move quickly. Highlanders are fond of hideand scale mail.

Favored Weapons: Lowland fighters are primarilytaught the use of the longsword. A number also train

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with shortspears and longbows. Highland fighters tradi-tionally use greatswords, halberds, and guisarmes.Tripping an opponent, dropping one’s polearm andclosing in with a sword is a common tactic.

Favored Feats: Lowland fighters typically de-velop the following feats: Dodge (Mobility, SpringAttack), Formation Combat, Point Blank Shot (FarShot, Shot on the Run). Fighters of the Highlandsusually learn the following feats: Combat Expertise(Improved Disarm, Improved Trip), Power Attack(Improved Bull Rush), Quick Draw.

FANGSFALL PENINSULAThe peninsula is protected by two distinct groups.

The first are rough militia. They manage a meagerdefense of the outlying communities againsttitanspawn and pirates. Training is haphazard, influ-enced by street fighting more than any propertechnique. In full battle, members of the militiaprefer to stand off and protect archers.

Fangsfall itself is protected by a much more orga-nized group, the city guard under Lord Vrail. Theirmilitary tradition has its roots in Mithril and old Rahoch.A guardsman is expected to have a broad expertise andbe able to function as an archer and form a polearm line,as well as patrol and skirmish.

Favored Armor: Militiamen typically wear scalemail. The Fangsfall guard wears breastplate when onpatrol, or half-plate in town, along with a buckler.

Favored Weapons: Militiamen typically use dag-gers, shortspears, cutlasses, or shortbows. Fangsfall guardscharacteristically bear longswords, but are trained in theuse of the longspear and longbow as well.

Favored Feats: Fangsfall militia is generallytrained in the following feats: Combat Expertise,Improved Unarmed Strike (Improved Grapple),Point Blank Shot (Precise Shot, Rapid Shot), QuickDraw. Fangsfall guardsmen usually learn the follow-ing feats: Combat Expertise, Combat Reflexes, PointBlank Shot (Far Shot, Rapid Shot), Quick Draw.

THE GLEAMING VALLEYThough overshadowed by the Hollow Knights, a

growing number of fighters have appeared in theGleaming Valley. Hollow Knights have taught theirstyle of warfare to those willing to learn. Perhaps thisis one of the few things they can share with mortals.

Favored Armor: Hollow knights insist that theirstudents use full plate and a large steel shield. How-ever, cost considerations mean many initially trainin half-plate. Warhorses are also expected to beequipped with full plate barding as soon as thestudent can afford such.

Favored Weapons: The longsword and heavylance are the traditional weapons of hollow knightsand those training with them.

Favored Feats: Fighters of the Gleaming Valleyusually develop the following feats: Mounted Com-bat (Ride-By Attack, Spirited Charge), Power Attack(Cleave, Sunder).

HEDRADThe military of Hedrad is divided between a

force of 1,500 “justicars” and 2,500 “templars.” Thefirst primarily manage civil matters. Templars arethe primary city guard, though justicars can be pressedinto service. The city’s philosophy of combat reliesheavily on support from ballistas and other emplace-ments, with the formation of pikewalls when facingattack from land. Though their training is disci-plined, the army is relatively few in number and haslittle experience in large-scale combat. Templarsstill study the phalanx and turtle formations.

Favored Armor: Hedradan templars commonlywear leather armor, switching to chainmail whenthe situation warrants it. Some also carry towershields. Justicars wear chainmail.

Favored Weapons: Templars are fond of thelongsword, bearing glaive or guisarme when mobiliz-ing for battle. A few templars, influenced by theexemplars, train with quarterstaffs. Justicars, in theirreligious role as enforcers of law, carry warhammers.

Favored Feats: Templars typically pick up thefollowing feats: Combat Reflexes, Dodge (Mobility),Formation Combat, Power Attack (Cleave). Justicarsare normally taught the following feats: Alertness, Blind-Fight, Power Attack (Cleave, Sunder), Toughness.

HETERONOMY OF VIRDUKThe military traditions of the Heteronomy are

strongly shaped by the halfling majority. The simplegames of the halflings provide the basis for theirmartial training. Thrown weapons are common, andmilitias are fast on their feet. Patrols can strikequickly against titanspawn, luring them back intoambushes. Halflings fare rather well in formationfighting, to the limited extent militias use them.Humans typically train with longbows, providingfire support for their smaller colleagues.

Half-orc companies have been formed under theaegis of Calastia. While most are poorly trained andthose in charge are typically barbarians, there are asignificant number of well-trained fighters in chargeof these companies.

Favored Armor: Halfling militiamen preferleather armor, allowing them good mobility. Humanarchers wear scale mail. Though somewhat cumber-some, they still move as swiftly as their halflingcomrades. The half-orc company commanders wearbanded mail.

Favored Weapons: Halfling militiamen will usu-ally use daggers and halfspears, though short swordsare fairly common. Human archers are skilled in the

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Improved Unarmed Strike (Improved Grapple), PowerAttack (Cleave), Quick Draw.

KHIRDETThe armies of Khirdet are frightening to behold, as

they are driven by a fierce madness. Fortified by druidicpower and their accompanying animals, their only weak-ness is the little discipline or organization they show on thebattlefield. Still, the use of undead, outsiders, and poisonousserpents is enough to daunt even the most seasoned veteran.

The notable few in the ranks of Khirdet who doemploy tactics, do so with vicious efficiency. Thesefighters are deft at maneuvering opponents, entan-gling them, then letting animals and warriors savagethe helpless victims while they move on.

Favored Armor: A soldier in Khirdet wearsbreastplate, sometimes with a small wooden shield.

Favored Weapons: Whips, nets, longspears, andshort swords are commonly seen amongst the mostskilled fighters of Khirdet. Particularly large warriorsmay use greataxes or greatclubs.

Favored Feats: Soldiers typically pick up thefollowing feats: Combat Expertise (Improved Dis-arm), Exotic Weapon Proficiency (net, whip). Somelearn Two-Weapon Fighting, while others concen-trate on Trip or Improved Unarmed Combat(Improved Grapple).

KRAKADOMThe military strength of the forsaken dwarves is

divided into three main groups. The Stonehammers arean elite unit of heavy infantry, capable of devastatingstrength. They are accompanied by Black Quarrels,crossbowmen with a variety of exotic missiles. Finally,scouting missions are undertaken by Cliff Crawlers, lightlyequipped dwarves who patrol the area around Krakadöm.

Favored Armor: Stonehammers wear plate mail.Black Quarrels wear breastplates. Cliff Crawlers wearchain shirts.

Favored Weapons: Stonehammers, as befits theirname, bear warhammers. Black Quarrels use heavycrossbows, though the elite among them wield thundercrossbows (see Relics & Rituals, Chapter Five “Weap-ons”). Cliff Crawlers are skilled with throwing axes andshort swords.

Favored Feats: Stonehammers typically learnthe following feats: Combat Reflexes, Dodge, Endur-ance, Power Attack (Cleave), Toughness. BlackQuarrels normally posses the following feats: Dodge,Endurance, Point Blank Shot (Far Shot, Rapid Shot),Toughness. Cliff Crawlers often have the followingfeats: Dodge, Endurance, Point Blank Shot (RapidShot), Quick Draw, Toughness.

LAGENILageni is passionate about military tradition.

Soldiers comprise 1/10th of its population, easily

composite longbow and heavy mace. A half-orctypically wields a warscepter or heavy mace.

Favored Feats: Many halfling fighters work to-ward joining the halfling stalkers (see the halflingstalker prestige class, Calastia: Throne of the BlackDragon). Halflings and archers usually learn thefollowing feats: Dodge, Point Blank Shot (Far Shot,Precise Shot), Quick Draw, Run. Half-orc com-manders often possess the following feats: Endurance,Exotic Weapon Proficiency (warscepter), PowerAttack (Cleave, Improved Bull Rush, Sunder).

HOLLOWFAUST This strange, charnel place maintains, as one

might expect, a mixture of living and unliving sol-diers. While many of the defenders of this shadowedrealm are sell-swords, the city has existed long enoughto develop a cadre of dedicated warriors – theBlackshields, who act as guardians for the city.

Favored Armor: Fighters of Hollowfaust favor fullplate, though a breastplate will suffice if finances are lim-ited. Some have coldweave (see Hollowfaust: City ofNecromancers, Chapter Two, "Coldweave") tailored intothe armor, allowing the fighter to avoid the risks of heatexhaustion. Many also carry a large steel shield.

Favored Weapons: The bastard sword is popularamong the Blackshields, though longswords andgreatswords are also common.

Favored Feats: The professional soldiers ofHollowfaust typically learn the following feats: Blind-Fight, Endurance, Exotic Weapon Proficiency (bastardsword), Great Fortitude, Iron Will, Toughness.

KARRIAKarria boasts the finest navy in all of Ghelspad.

While the land armies of Karria are quite limited,contingents of marines are stationed along its coast.Any approaching enemy is met quickly with hooksto push away landing craft. That is, of course, assum-ing an invading vessel can get past the navy andavoid coastal fortifications.

Favored Armor: Sailors typically wear studdedleather, if they wear armor at all. Marines normallywear a chain shirt, donning breastplate when prepar-ing to repel boarders or disembark ship.

Favored Weapons: The cutlass is favored for close-quarter fighting, sometimes wielded in pairs. Sailorsoften carry daggers, which are frequently thrown by theoff hand. Marines typically bear a guisarme and a cutlass,often pairing up so one marine is ready with a cutlass ifan opponent moves past the threat of the guisarme.

Favored Feats: Sailors frequently have the follow-ing feats: Combat Expertise, Improved Unarmed Strike(Improved Grapple), Power Attack, Quick Draw, Two-Weapon Fighting. Marines are usually trained in thefollowing feats: Combat Expertise (Improved Trip),

..

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officers of the Colleges either originated there orstudied under Mansk natives.

Favored Armor: Mansk riders usually wearleather armor on all occasions, regarding heavierarmor as cowardly.

Favored Weapons: Sabers and bastard swordsare common in Mansk. The bastard swords in thisregion often have a slight curve and resemble over-sized sabers.

Favored Feats: The deft riders of Mansk typi-cally learn the following feats: Combat Reflexes,Exotic Weapon Proficiency (bastard sword),Mounted Combat (Ride-By Attack, Spirited Charge),Power Attack.

MITHRILWarriors of Mithril are trained predominantly

under the aegis of paladins, Mithril Knights, and theBehjurian Vigil. Citizens are given weapon’s train-ing in order to bolster the militia, but the only othermilitary forces are mercenary companies. The pres-ence of so many paladins, vigilants, and mercenarieshas fused into a unique military style common onlyto Mithril.

Favored Armor: Mithril fighters either wearlight armor, particularly studded leather, orchainmail. Those who associate more with paladins

may have heavier armor and steel shields, butthese items are less common.

four to five times the norm. While the War Collegesof fair Darakeene are significantly more sophisti-cated in their training regimen, the sheer scale ofLageni military is staggering.

Lageni has long been known for its cavalry,bearing the distinctive Lageni-hilted saber, orkarabela. While originally employing swift cavalrychargers, the elite fighters of Lageni now favor heavy,powerful warhorses. Sabers are still common, thoughthe use of bows and crossbows have come to domi-nate the elite Lageni forces.

Infantry and archers are vital components of thearmy, though they do not receive the same degree oftraining as does the cavalry.

Favored Armor: Lageni cavalry typically wearscale mail, though ranking officers may wear bandedor full mail. Warhorses are similarly armored.

Favored Weapons: The cavalry of Lageni istrained in the use of the karabela (Lageni-hiltedsaber) and heavy crossbow.

Favored Feats: Cavalry are normally taught thefollowing feats: Mounted Combat (Mounted Ar-chery, Ride-By Attack, Trample), Point Blank Shot(Far Shot).

MANSKWhile the riders of Mansk are overly influenced

by their careless, wild abandon, they remain con-summate horsemen. Many of the finest cavalry

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Favored Weapons: Fighters in Mithril frequentlyuse longswords and twin short swords.

Favored Feats: Training tends to focus on mo-bility, even in those who pattern themselves afterpaladins. Many prospective paladins start as fighters.Cross-training with a level or two as a ranger is alsocommon. Mithrilite fighters tend to learn the fol-lowing feats: Combat Expertise, Dodge (Mobility),Power Attack (Cleave), Weapon Focus (longswordor short sword).

NEW VENIRThe Legion of Steel remains as a last testament

to the former glory of the Venirian martial tradition.Derived from the Dancers of Steel in ancient Ledeantimes, this Legion excels at the longsword. Theywere once considered brethren to the War Colleges,until the advent of recent political unpleasantness.

See Chapter Two, “The Legion of Steel,” formore information.

SHELZARShelzar shares a number of cultural influences

with Zathiske, and this extends to its military tradi-tion. While in the past Zathiske formed large standingarmies, its present situation mandates the use ofsmall and independent units. Though Shelzar doesnot face occupation, the lack of strong discipline andorganization, in combination with the same climate,produces a rather similar style of military. Shelzaralso relies heavily on hired mercenaries for defense.

Favored Armor: Guardsmen of Shelzar normallywear loose clothing, suitable for the Cloth Dancing feat.

Favored Weapons: Though kukris of varioussizes are seen in Shelzar, scimitars are much morecommon. Spearstaffs are also frequently used.

Favored Feats: Shelzari guardsmen typicallylearn the following feats: Combat Expertise (Ri-poste), Dodge (Cloth Dancing, Mobility), WhirlingAttack. Those focusing on the spearstaff learn thefollowing feats: Combat Expertise, Dodge (ClothDancing), Spinning Blow, Two-Weapon Fighting.

SWELTERING PLAINSThe Urkhadi, a strange kind of half-orc who

breeds true, have formed a fierce and disciplinedmilitary tradition. They are well suited to quick andrather deadly personal combat. Some train as hunt-ers, blending into the surroundings until an opportunemoment arises to attack.

Favored Armor: Urkhadi wear loose robes that canbe used effectively for Cloth Dancing. A few wear hidearmors as well. Though they are inured to the heat,minimal armor is still safest in their deadly climate.

Favored Weapons: Urkhadi warriors favordouble weapons such as the spiked chain and theirown version of the dwarven urgrosh.

Favored Feats: It is not unusual for Urkhadi tocross-train as rangers or rogues. Urkhadi warriorstypically learn the following feats: Combat Exper-tise, Dodge (Cloth Dancing), Exotic WeaponProficiency (dwarven urgrosh, spiked chain), Two-Weapon Fighting.

TOE ISLANDSThe scourge of civilized waters, the pirates of

the Toe Islands occasionally show a remarkable levelof skill and tactical knowledge. Mercenaries and far-flung graduates of the Ledean War Colleges form thebase of what military training goes on there.

Favored Armor: Pirates of the Toe Islands favorlight armor, particularly chain shirts.

Favored Weapons: Pirates typically wield cut-lasses, though rapiers, sabers, and scimitars are alsocommon. Nets are a frequent second weapon.

Favored Feats: Toe Island warriors often gainthe following feats: Blind-Fight, Combat Expertise,Dodge, Exotic Weapon Proficiency (net), ImprovedInitiative, Improved Unarmed Strike (ImprovedGrapple).

UKRUDAN DESERTUkrudans have a fascinating warrior culture

with murky origins. The warriors are typically onhorseback, and many adopt a barbaric style of fight-ing reminiscent of the Horsemen of Vangal. Theexperienced fighters here have a discerning eye anddiscipline rare to the primitive fringes of Ghelspad.

Favored Armor: Ukrudan warriors sometimeswear loose clothing, adopting cloth dancing as ameans of protection. They have also developed aloose wicker armor that serves well in the desert.Leather and studded leather is somewhat common,though it is only donned before a battle.

Favored Weapons: Kukris and scimitars arepopular amongst warriors, though some wield thelarge falchion.

Favored Feats: Ukrudan warriors often focus onthe following feats: Endurance, Exotic Weapon Pro-ficiency (kukri), Mounted Combat (Ride-By Attack,Spirited Charge), Power Attack, Skill Focus (ride).

URIAThe military of Uria is well known for its harrier

knights. Coreanic teachings and the Order of Mithrilhave had a profound impact on Urian military tradi-tion. These influences have been adapted to aerialcavalry and to the demands of an island nation. Train-ing in Uria is disciplined, matching the prestige of theWar Colleges. Many of the core fighters of Uria func-tion as infantry. They train on aerial mounts in thehope of joining the ranks of the Harrier Knights (seethe aerial cavalier prestige class, Scarred Lands Cam-paign Setting: Ghelspad, Appendix: Prestige Classes).

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Naval fighters focus on ranged attacks, preferring tofend off ships rather than engage in boarding actions.

The core military philosophy of Uria relies on arather small number of elite soldiers, backed up byclerical and sorcerous magic. This strategy is effec-tive due to Uria’s relative isolation.

Favored Armor: Infantry, as soon as they canafford it, wear breastplate. Naval fighters wear stud-ded leather, relying on cover while aboard ship.

Favored Weapons: Infantry and naval fightersare trained early in the use of the longsword, heavylance, and composite shortbow.

Favored Feats: Infantry and prospective aerialcavaliers typically train in the following feats: Dodge,Improved Initiative, Lightning Reflexes, MountedCombat (Ride-By Attack, Spirited Charge). Navalfighters usually learn the following feats: Dodge,Improved Initiative, Point Blank Shot (Far Shot,Rapid Shot), Weapon Focus (composite longbow).

VERA-TREThe martial philosophy of Vera-Tre is signifi-

cantly shaped by the druids and rangers that protectits forest. Soldiers of Vera-Tre are divided into hunt-ers and archers. Hunters are much like rangers, butwith a more martial training. Many hunters are alsoLodge-warriors, and the traditions are linked. Theorder of Jordeh is yet another influence on the waysof the hunter. Archers excel at quick strikes, as wellas providing courier duties. With strong ties to theTrue Archers of Termana, it is the archers of Vera-Tre who gave rise to the Liliandeli — a small groupof highly skilled archers. Both hunters and archersare likely to cross-train, making members of eithergroup all the more effective.

Favored Armor: Hunters and archers wear little,relying more on concealment and surprise. Magic ordruidic support also provides natural armor. Archersfound elsewhere may wear elven chain.

Favored Weapons: Hunters use flint sickles,clubs and shortspears. Some are known to favor thequarterstaff or spearstaff. Archers use compositelongbows and may carry a flint sickle or club.

Favored Feats: Hunters often gain the follow-ing feats: Alertness, Dodge (Mobility, Spring Attack),Endurance, Quick Draw. Some adopt Lodge train-ing, seeking to become a Lodge-warrior (see ChapterTwo, “Lodge-warriors of Vera-tre”), while othersmay seek to join the knights of the Oak (see Appen-dix Two, “Knight of the Oak”). Archers typicallygain the following feats: Alertness, Endurance, PointBlank Shot (Precise Shot, Rapid Shot, Trick Shot).

VESHVesh is home to a dizzying array of martial styles.

Each province has different traditions that havedeveloped in sometimes startling directions. The

influence of ancient Lede and the preponderance ofrangers are major factors in military protocol. Whilethe chaos of Veshian training lacks the refinementof proper War Colleges, it does provide a cauldron ofexperimentation. For their part, the Colleges look toVesh for new innovations. The rapier and daggerstyle was first perfected in Vesh, and many believethe bent grip originated in Moor.

Favored Armor: Duelists typically wear master-work studded leather armor. Infantry is equipped withchain shirts. Members of the cavalry normally wearbreastplate. Clothborn armor (see Appendix Three),often worn by the Vigilants, occasionally sees use byduelists and infantry.

Favored Weapons: Traditional duelists favor abent-grip rapier and shielded-grip dagger. Infantrycarry longswords and shortbows. Cavalry wield bent-grip sabers.

Favored Feats: Traditional duelists are generallyassociated with the following feats: Combat Expertise(Riposte), Dodge, Two-Weapon Fighting, Weapon Fi-nesse. Infantry typically learn the following feats:Alertness, Dodge (Mobility), Endurance, Point BlankShot (Far Shot). Cavalry are usually trained in thefollowing feats: Dodge (Mobility), Mounted Combat(Ride-By Attack, Spirited Charge, Trample).

ZATHISKEThe citizenry of Zathiske are dominated, cultur-

ally and militarily, by Calastia. Zathiskans areaccepted into the Calastian military, trained andindoctrinated. This has the advantage of putting afamiliar face on local militia, and encouraging afeeling of belonging. Zathiskan military traditionsurvives however, with its style suited to dueling andskirmishes with titanspawn. Favoring quick swordsand footwork, Zathiskan fighters also possess a finemorale and discipline in combat. Isolated rebel groupsalso draw on this martial tradition.

Favored Armor: Soldiers of Zathiske occasion-ally wear studded leather, but typically rely on looseclothing. The sweltering weather makes armor dan-gerous over long periods of time. Many of Zathiskelearn some survival, so as to better function in theextreme heat.

Favored Weapons: The sight of a warrior dressedin light, baggy clothing, with a scimitar tucked intoa sash, is common throughout Zathiske. Almost ascommon is the kukri sword, including a giant versionused primarily for religious rituals.

Favored Feats: The elite fighters of Zathisketypically learn the following feats: Battle Cry, Com-bat Expertise, Dodge (Cloth Dancing), ExoticWeapon Proficiency (kukri sword, giant kukri sword),Whirling Attack.

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WAR STYLES OF TERMANAThe military traditions of Termana have devel-

oped without the centralization that came with theLedean Empire. Large nations have repeatedly warredacross the land. And the might of the CharduniEmpire clashing with the elves has shaped many ofthe military advances throughout Termana. Withthe Titanswar however, came the end or decay ofmany regions. Still, pockets of these traditions re-main, some among expatriates in far-off Ghelspad.

CHARDUNI EMPIREThe military traditions of Dunahnae see their

ultimate origin in Termana, in the Charduni Em-pire. The core military caste of the Chardunifunctions as heavy infantry, with an accompanyinglarge number of crossbowmen for ranged support.Cavalry are present in small but significant numbers,capable of mobilizing quickly ahead of patrols. Warmachines are common, and most charduni warriorsreceive at least some training in their maintenanceand use. Military forces are buttressed with low castecharduni, slaves, and undead.

Favored Armor: Half-plate and full plate arecommon. Infantry usually carry a large spiked steelshield.

Favored Weapons: Infantry and cavalry all bearwarscepters. Many also carry longspears. Specialunits use spiked chains or nets to capture slaves.

Other units utilize repeating crossbows

instead of warscepters, laying down deadly barragesto prepare for a charge.

Favored Feats: Infantry typically learn the fol-lowing feats: Double Blow, Exotic WeaponProficiency (warscepter), Formation Combat, PowerAttack, Two-Weapon Fighting. Crossbowmen aretrained in the following feats: Exotic Weapon Profi-ciency (repeating crossbow), Formation Combat,Point Blank Shot (Far Shot, Precise Shot, RapidShot). Slaver units usually learn the following feats:Combat Expertise (Improved Disarm, ImprovedTrip), Exotic Weapon Proficiency (spiked chain),Improved Unarmed Strike (Improved Grapple),Weapon Finesse. Cavalry are typically proficientwith the following feats: Exotic Weapon Proficiency(warscepter), Mounted Combat (Ride-By Attack,Spirited Charge, Trample), Skill Focus (ride).

KARSIANAll areas of Karsian society are lead by women,

including the military. Karsian armies are skilled information fighting, but have adaptable and mobileforces. Soldiers are trained in pike walls that caneffectively shatter charduni cavalry charges or blockundead. They can also function in small units topenetrate and strike at deep enemy targets. Karsiancore forces are diverse, but elite fighters are primarilylight infantry or mounted archers. Conventional

cavalry and heavy infantryfunction as support for

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these elite groups. Mercenaries also bolster nationaldefense.

Favored Armor: Both infantry and mountedarchers typically wear chain shirts. Irregulars aremore likely to wear scale mail and use small shields.Some also carry tower shields, for use in tight forma-tions.

Favored Weapons: Infantry, whether elite orconventional, prefer warhammers. They also carrylongspears, glaives, or guisarmes when engaged information fighting. Mounted archers use compositeshortbows.

Favored Feats: Elite infantry typically learn thefollowing feats: Dodge (Mobility, Spring Attack),Endurance, Formation Combat, Power Attack.Mounted archers generally train in the followingfeats: Mounted Combat (Mounted Archery), PointBlank Shot (Far Shot, Precise Shot, Rapid Shot).

SYLAVAELThese defenders are the last champions of disci-

pline and military tradition amongst the forsakenelves. The core of Sylavael forces consists of heavycavalry, with conscripts and militia comprising theheavy infantry. Commanders can form deadly pikewalls against charduni attacks.

Favored Armor: The military of Sylavael favorsplate, preferably full plate. Some more mobile forcescompromise and use breastplate. Heavy infantry willsometimes carry tower shields for turtle formations.

Favored Weapons: Heavy cavalry relies on aheavy lance with a longsword for close-quarter fight-ing. Heavy infantry carry longspears or glaives, witha short sword for close fighting.

Favored Feats: Heavy cavalry is trained in thefollowing feats: Formation Combat, Mounted Com-bat (Ride-By Attack, Spirited Charge, Trample),Skill Focus (profession (commander)). Infantry ofSylavael usually learn the following feats: Dodge(Mobility), Endurance, Formation Combat, Im-proved Initiative, Quick Draw.

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THE LEDEAN COLLEGESThe war colleges of the present have roots in the

imperial mindset of Lede. People of many races andorigins were brought under hegemony, a centralizedculture. War colleges then arose as distillations of thediverse military traditions being introduced to Lede,with the intention of refining and improving uponthem.

The War Colleges of Darakeene still maintain thisoutlook, placing themselves now as communicators oftradition. Mercenaries from all over Ghelspad, frommany different nations, have a bond of loyalty thattranscends these divisions. Graduates of any of theLedean War Colleges are titled Disciples of War, andconsider themselves, with reason, a cut above all others.

Training in the Ledean colleges traditionally takesnine years. PCs who join a war college are typicallyready for graduation once they have mastered the featstaught by that school. This does not mean that PCs are

stuck inside until commencement, however. Most col-leges accept, or even encourage, adventuring bypromising students; and training in the field is a vitalpart of most curricula. In this way, it is easy for a PC tobe schooled at the college between adventures.

Furthermore, new adventures and opportunitiesmay result from the college itself. Missions for thecollege are often part of the tuition, and schools are paidwell for the use of their students. This can work as anongoing plot-hook for GMs.

Those feats marked with an asterix (*) can be foundin Appendix One; those marked by a cross (†) may notbe selected as one of a fighter's bonus feats.

THE MAJ OR COLLEGESThe major colleges keep current rolls of graduates.

Graduates are considered lifelong members of a school,though the responsibilities vary. For the most part, thebond of loyalty is more of a personal matter. Particularly

Regions define military tradition due to a common exposure and culture.A number of martial groups may arise within a region, forming to pursue morespecific goals. In the case of Lede and the War Colleges recruits came fromall over Ghelspad, and these diverse students were then trained in standardizedforms. While Lede is gone, the war colleges and other similar institutionscontinue — offering both a unifying presence and a place of innovation for thesundry techniques of combat.

— Elvid Rath, Historian of War for the Phylacteric Vault

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successful alumnae may find lucrative retirement fromthe field as instructors at their mother college.

CLAYBORNAccording to legend, Clayborn was formed from

the Legion of Clay, serving under the founders of Lede.Dedicated to Denev, they marked themselves with claywhen initiated into the order. For much of Ledeanhistory, Clayborn was the chosen college of noblesseeking command positions in the Legions. Swords andbows were typically seen as the province of nobility, andit is with these weapons that a Clayborn typically excels.While members now come from all levels of society, thetraditions and teachings remain.

Clayborn warriors are broadly trained in skirmishfighting. While ideal as heavy infantry, they can also beused as archers. An armored Clayborn unit provides anintimidating force, whether on a battlefield or as cityguardsmen. Nobles interested in a military career preferClayborn, though only the hardiest are accepted.

One of the most prominent Clayborn warriors isCoronel Vana Irodan (female human, Ari2/Ftr7, LN),leader of the Legion of Ash’s Ninth Cohort. Claybornare overall well represented in the Legion of Ash, as wellas in other military units all over Ghelspad.

Location: Clayborn College is a sprawling en-campment, with numerous training fields, barracks, andsupply stores. It is located about six miles northwest ofMeliad in Darakeene.

Notable Traits: The colors of Clayborn are blueand white. A shaven head and finery are trademarks ofthe college, though some are allowed to keep a scalplock.Armor is elaborately engraved with interwoven pat-terns and pictograms of monsters and gods. Symbols ofCorean, Hedrada, or Chardun, depending on the affili-ation of the member in question, are worked into thepattern. This easily doubles the base cost of most armor,and is accompanied by long fur-trimmed coats. Master-work weapons are the norm, and typically a Claybornwarrior bears a sword and a longbow. Members ofClayborn show a great love of luxury, but this beliestheir stern discipline.

Requirements: Though not a strict requirement,Clayborn students are predominantly human — with

a sizeable contingent of half-elves and a few half-orcsalso being admitted. Potential students must pass rig-orous entrance requirements and initial training. Aprospective student must be proficient in all armors,the longbow, and at least one type of sword. Breast-plate, half-plate, or full plate must be owned, alongwith a sword the student is proficient in and a longbow.Before graduation, Clayborn warriors are expected tohave engraved masterwork armor, an engraved mas-terwork sword, and a masterwork composite longbowsuitable for their strength.

Style: Clayborn’s methods are harsh. It is consid-ered the most demanding of the War Colleges, withfierce punishment of the least slip. The combination ofthis severity with teamwork and luxury creates a bondand strength that is legendary. Training begins withlessons in close-quarter melee, then moves into fightingin formation. Archery practice continues through theentire schedule, gaining focus near the end of thecurriculum.

The following feats are usually taught at Clayborn:Improved Critical, Improved Shield Bash, Point BlankShot (Far Shot, Precise Shot, Rapid Shot), Power At-tack (Cleave, Improved Overrun, Great Cleave, Sunder),Quick Draw, Weapon Focus (longbow, sword; ExactBlow*, Weapon Specialization)

GLAMERHILLIn Ledean times, cross-trained fighters were quite

common. Martial sorcerers, in particular, were pro-duced by most of the war colleges. These soldiers couldharness arcane power and craft mighty artifacts of war.Some of these colleges were blamed for stealing thepower of Mesos, developing secret ways to draw on thepower of the world. Glamerhill dates back to the MorianDynasty and preserves much of that original spirit.

Illusions and other spells have seen military appli-cation since before even written records. The ability todistract, confuse, or harass an enemy is vital, whether bymisdirection or by magic. Glamerhill graduates there-fore find themselves in great demand all across Ghelspad,though many find work at home in Darakeene. One ofthe most famous Glamerhill fighters was General Connellde Swann (male human, Ari1/Ftr9/Wiz3, LN). His ob-servations and memoirs of battle against the charduniare required reading at Glamerhill and all of the othermajor colleges.

Location: Glamerhill is located four miles north-east of Meliad. It is a small collection of buildings andtraining yards, with an excellent library. Of course, alarge part of the college is devoted to magic. In additionto education, these buildings produce useful magic itemsfor the school. Wizards from other cities are sometimesinvited to give guest lectures for students or faculty.

Notable Traits: The school color is crimson, andcrimson sashes are often added to whatever uniform agraduate serves in. Loose dagged sleeve cloaks are often

BASIC FEATSThere are a number of feats that all of the War

Colleges teach. These are often learned early on,depending on the individual student’s aptitudes. Uni-versally taught feats are: Battle Cry*, Military Training*(Advanced Military Training*, Formation Combat*),Prone Combat* and Study Combat Style*.

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the only “armor” worn, though clothborn armor (seeAppendix Three) is also a popular choice. The spikedchain is the signature weapon of Glamerhill, and somemembers also use rapiers. A few even specialize ascrossbowmen. Male Glamerhill graduates are clean-shaven, and both sexes keep their hair short. Tattoos onthe forehead and cheeks are also a common affectation.

Requirements: Glamerhill sets high requirementsfor prospective students, who must undergo rigoroustesting in ordeals both academic and dexterous. Priortraining in arcane arts is useful, but not necessary.Sorcery is officially discouraged, but promising sorcerershave been accepted.

Style: Glamerhill focuses much more on theorythan do the other colleges. While arcane arts receivemuch attention, most outsiders do not realize the depthof military science taught to Glamerhill students. Themartial style of the college is suited for close fighting, butthe broader training of Glamerhill aims at placinggraduates in command or tactical support positions.Early schooling mixes basic martial training with mili-tary science and arcane arts. The curriculum then focuseson martial skill. The lessons proceed to advanced mili-tary knowledge, such as command, and arcaneexperience. Students are usually taught wizardry with aspecialization in illusions.

The following feats are usually taught at Glamerhill:Bind*, Combat Expertise (Disarm Riposte*, ImprovedDisarm), Combat Reflexes, Dodge (Cloth Dancing*,Mobility, Whirling Defense*), Exotic Weapon Proficiency

(spiked chain), Improved Critical (rapier, spiked chain),Improved Initiative, Weapon Finesse, Weapon Focus (ra-pier, spiked chain; Exact Blow*, Weapon Specialization).

HAMMERDALELegend ascribes the origin of Hammerdale to the

Thulkaber College, founded from the Clay Legion.Stories circulate that a show of cowardice by severalprominent Clay Legionnaires led to their expulsion,whereupon they formed the rival college Hammerdale.

Hammerdale in its modern incarnation dates backto the end of the Charduni Empire. Several collegesfaded into obscurity, the greater part of their member-ship slain in the wars against the charduni. A number offollowers of Hedrada pooled their resources under thebanner of Thulkaber. The name was then changed fromThulkaber, meaning loosely “the cupped hand ofThulkas,” to Hammerdale. A long history of smithing,a martial shield tradition, and the influence of Hedradaall combine to shape this college.

Location: Hammerdale is located 10 miles south ofMeliad. It is a reclusive walled compound and visitorsare restricted to a detached receiving area. Hammerdaleis laid out much like the other colleges. Training yardsare ringed by supply buildings, offices, and barracks. Lessis known about the forges, or the numerous rooms thatare supposed to extend deep under Hammerdale. Over-all, there is some romantic mystery attributed to thecollege, at least by the general public.

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Notable Traits: The Hammerdale banner color isbrown, reflected in their uniforms and the occasionalpainting of faces with ochre. Hammerdale attracts manyfollowers of Hedrada. The school also boasts the highestdwarven membership amongst the War Colleges.Hedradan imagery features prominently in banners andbadges within Hammerdale, particularly the symbol ofthe two-headed hammer. Scale mail and various types ofplate mail are common, as are spiked steel shields.Armor and weapons are distinctive, made with a bluishmetal called azurite. The manufacture of azurite is aclosely guarded secret of the college.

Requirements: Though faith in Hedrada isn’tstrictly a requirement, compatibility with Hedradanbeliefs is recommended. Proficiency with a warhammerand all armors and shields is, however, mandatory.While not all Hammerdale warriors learn a great deal ofsmithing, an understanding of the tenor of metalwork-ing and equipment design is regarded as vital. Thisrequirement has practical reasons beyond the obvious,for much of the training of Hammerdale is steeped insmithing metaphor.

Style: This college has a straightforward curricu-lum. Students are evaluated and tested with greatfrequency, and classes are organized so that weaknessescan be corrected. The result is a disciplined soldier whounderstands his own strength and how to function in agroup. Study focuses initially on mobility and generalfighting, then shifts to mastering the use of thewarhammer. Final training stresses proper shield de-fense in combat.

The following feats are usually taught atHammerdale: Endurance (Robust*, Stalwart*), Im-proved Shield Bash, Merciful Strike*, Power Attack(Cleave, Improved Bull Rush, Improved Overrun), TwoWeapon Fighting (Double Blow*, Improved Two-weapon Fighting, Spinning Blow*), Weapon Focus(hammer; Weapon Specialization).

PLAGUEMany regard the Plague College with suspicion and

dislike . Regardless of public opinion however, gradu-ates of this school of stealthy killers are in high demand.Assassination, poison, espionage, these are the trades ofa Plague graduate. They are also well taught in the useof their arts in battle. While it is vital to many wars thatthe powerful wizards and commanders be incapacitated,Plague students do not focus on death. Missions can varyconsiderably, and many Plague instructors concentrateon the value of morale, propaganda, and stirring dissent.Slaying the reputation of a great man is often moreeffective than spilling his blood. That said, when pushcomes to shove, quick and efficient death is the finalweapon of the Plague. The college insists on dues, as

well as adherence to certain rules. These rules generallyconcern courtesies graduates are to show one another.Some of the greatest graduates of the Plague College areSilverblack, Calcine Wind, and Welcomer Jack.

The history of the Plague College is unclear, ob-scured by often contradictory tales. This confusion islikely assisted by the actions of the graduates. Theearliest known mention of the college comes fromDarakeene accounting records from shortly before theDivine War. Scholars generally assume that the PlagueCollege, in some form, dates from the Vhaerith Dynastyof Lede. Some members of the college may know its truehistory, but most only learn false accounts. Some main-tain that the college has ties with the Cult of Ancients,but there is no proof of this.

Location: The Plague College operates a numberof compounds around Meliad. The facilities are movedaround and reorganized on occasion. The exact layoutis unknown to anyone not actively working at thecollege, including most graduates. Training areas aremaintained in Meliad and neighboring cities.

Notable Traits: The colors of the college are greenand black. Worship of Belsameth is understandablycommon, so many wear thin silver circles as homage toher. Light armor is the norm, and more prestigiousmembers make use of clothborn armor (Appendix Three).Daggers, crossbows, shuriken, kukri, and saps are com-monly used arms. Most graduates are known only byepithets, and one of the duties of the College is oversee-ing these names. Graduates of the Plague are commonlyreferred to as “serpents.” “The Serpent” is often added todistinguish a Plague graduate, such as “The SerpentGeneral” being used to denote military rank.

Requirements: Plague College is demanding, re-quiring a sharp mind as well as a strong and agile body.Proficiency in simple arms and light armor is required.Most members are humans or half-elves, but other racesare well represented. Half-orc graduates are especiallyhirable, as they are rarely suspected of stealth.

Style: Training starts with practice in reconnais-sance and various other covert arts. There is then a shiftto martial training, with a final series of lessons tocombine all learned skills. At this point, the student isready to learn the art of stealthy killing, with a focus onthe techniques used to sneak into war-time camps andeliminate sentries and commanders. Alumnae typicallygain a mixture of rogue and fighter levels before pro-ceeding in the assassin class (see the DMG).

The following feats are usually taught at Plague:Combat Expertise (Improved Feint), Dodge (Mobility),Exotic Weapon Proficiency (shuriken), Improved Ini-tiative, Point Blank Shot (Precise Shot, Rapid Shot,Shot on the Run, Trick Shot*), Weapon Finesse,Weapon Focus (shuriken).

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WAKEWake College considers itself the center of naval

tradition in all of Ghelspad. While the defection ofmuch of its navy in 125 AV tarnished this claim, the factis that no other institution trains sailors as well. WakeCollege dates back to the military reforms of the OmbaelDynasty of Lede. The school was once much bigger,supporting the Gharia Fifth Legion in its dominance ofnearly half the coastline of Ghelspad.

The school produces marines, naval architects, seacaptains, and a host of other naval occupations. Whilea War College, Wake takes a broader approach in itsteaching. Currently, the absence of many high rankingWake graduates and the conservative use of the navieslimit the college’s efforts. This, and the resultant crack-down on discipline, has drained the normally effusivemood of the college. The most famous living graduatesof Wake College are in Karria. In many ways, the truestform of Wake tradition is with them, though it would betreasonous to say so in Darakeene.

Location: The only War College not located inMeliad, Wake College is situated just outside ofCantontown. It shares docks with the city, and mem-bers once mingled openly with dockhands.

Notable Traits: The house colors of Wake are blueand green. Wake students were once known as fun-loving, rowdy folk who buckled down when needed. Nowthey are jumpy, fearing the extremes of discipline butrecently imposed. The signature weapon of the school isa shielded grip saber (see Appendix Three). Marinescarry guisarmes for taking a beach and initial boarding,some using nets to trap enemies. They normally donbreastplate or chain shirts, depending on their mission.Sailors wear loose, baggy clothing. Along with the saber,many carry daggers for cutting line or throwing.

Requirements: Prospective students are expectedto have extensive experience with sailing, as well asknowledge of simple weapons. By graduation, Marinesmust become proficient in light armor and all simpleand martial weapons.

Style: Students first receive a basic training, testingtheir sea-legs and simple martial skills. For the mostpart, this involves a lot of grunt work on merchant ships,serving to defray the college’s expenses. Once a certainlevel of mettle is shown, the students are sent to othercoastal settlements to learn the intricacies of navalcombat. Sailors on an officer track are taught commandand military science, while others focus on close-quarterfighting. Marines also learn formation tactics. With thecurrent cloud over the house, students are kept closer toCantontown and training exercises are limited.

The following feats are usually taught at Wake:Combat Expertise (Riposte*), Dodge (Cloth Dancing*,Mobility, Spring Attack, Whirling Defense*, Whirl-wind Attack), Endurance†, Improved Initiative,Improved Unarmed Strike (Improved Grapple), Mili-

tary Training* (Formation Combat*), Weapon Focus(saber; Weapon Specialization).

THE MINOR COLLEGESThough the five major War Colleges are the most

visible, there are a large number of other schools. Manyhave waned in importance due to losses in either the waragainst the charduni or the Divine War. Others are newor reborn, drawing on the threads of older traditions andattempting to build upon them. Indeed, several of thesestyles aren’t even recognized as being “official” WarColleges any longer, as they have dwindled to insignifi-cance or have been technically absorbed into the largercollegia of Darakeene.

IRON WIND BROTHERHOODThe Iron Wind Brotherhood is one of the oldest

fighting orders, tracing its lineage from the War Col-leges of Lede. Its history begins with the tradition,started in the Albriannin Dynasty, of generals using fansto communicate to lesser officers across the battlefield.As this practice grew, it became popular to reinforcethese fans so they might serve as a suitable secondaryweapon in their own right. It was from this innovationthat the iron fan was born. Wearing an iron fan tuckedinto the belt became a symbol of authority, and suchfans became highly ornate and symbolic.

In time, it became commonplace for military com-manders to bring their war fans into places where moreobvious weapons would be unseemly. Thus the militaryleaders were never truly unarmed, and many officersbecame more skilled with using an iron fan then theywere at swordplay. It was from this rise in popularity ofthe iron fan that the Iron Wind Brotherhood came intobeing.

In modern times the Iron Wind Brotherhood hasdeclined somewhat in numbers. However, the use of theiron fan is still firmly entrenched in the traditionalwarcraft of Darakeene and Calastia — and when thelegions muster, orders are still given in the ancient waysof Lede.

Entrance into the Iron Wind Brotherhood is pri-marily given to men, and an applicant’s breeding iscarefully considered. In ancient days the Brotherhoodallowed only the finest officers into its exclusive ranks,and this exclusivity keeps its membership small eventoday. Of the current war colleges, it is only Claybornthat still has a few “eccentric” professors passing onthese techniques For the most part, however, this disci-pline is taught in small training facilities unaffiliatedwith any of the war colleges.

Location: The school maintains a number of vis-ible public training facilities in Meliad, Llangwyr, andCatlaigh, though these are little more than traininghalls owned by masters of the fighting style. It is a poorlyheld secret that one large meeting hall is in Ard Macha.

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Notable Traits: The colors of the Brotherhood aredark gray and white. Loose gray robes have becomecommon outside of the War Colleges, with one or twoiron war fans tucked in a sash. Those who learn this artwithin Clayborn dress as their college-mates do. Thecrafting of a truly artistic war fan is considered a laudablegoal for Brothers, while other personal ornamentation isminimized. The scalp is traditionally shaven, thoughthis is not a requirement.

Requirements: Potential initiates were once re-quired to be male (mainly because leadership in war wasa masculine affair in the Ledean Empire), but this haschanged in the years since the Divine War. Humans arestill heavily favored, however. Recruits must provethemselves skilled in dance, acrobatics and generalgrace before being accepted. The new Brother thenpledges loyalty to the school. At present, a member’sobligations are limited to dues and sending occasionalreports of their actions.

Style: Brotherhood members are often hired asbodyguards and assistants, given their focus on personalcombat. They also work well as military instructors.Training given to pupils involves dance and directpractice, with relatively little theory or military science.Many Brothers have been known to enter monasteriesto also gain skill as monks.

The following feats are usually taught in the Broth-erhood of the Iron Wind: Combat Expertise (DisarmRiposte*, Improved Disarm, Riposte*), Dodge (ClothDancing*, Spring Attack, Whirling Defense*), Exotic

Weapon Proficiency (improvised weapons, iron warfan), Improvised Weapon*, Quick Draw, Two WeaponFighting (Spinning Blow*), Weapon Finesse, WeaponFocus (iron war fan; Weapon Specialization).

LEGION OF CHAINThe Legion of Chain dates back to the very begin-

ning of the Empire of Lede. As the empire sent its warmachine to conquer more of Ghelspad, the emperor hadmore and more captives to deal with. He created theLegion of Chains, led by generals moved from otherlegions and populated by the vast amount of war prison-ers amassed by the empire. The emperor, in an attemptto improve morale in this rag-tag legion, offered fullcitizenship in the empire to any legionnaire who servedfor 20 years. The Legion of Chains was often the first tofight in the battlefield, and Chain Legionnaires had analmost fanatical zeal.

Rather quickly, all future slaving operations wereturned to those who were the first to meet a newcivilization — the Legion of Chains. As ex-slaves, thiswas often beneficial, as Chain Legionnaires were someof the best propagandists in the empire. A form ofranking developed among the legion, determined bywho brought more slaves into the empire, and the mostcharismatic Chain Legionnaires retired in splendorwhen their time was served.

The Legion of Chain’s influence diminished whenthe empire had stretched to her maximum extent. Withno new nations to conquer, few new slaves were to be

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had. As the empire waned, the only new slaves availablewere criminals conscripted into service; and these mis-creants lacked the same enthusiasm for the empire theLegion once had. Thus, Chain Legionnaires became adarker lot in the last days of the empire.

In modern times, the Legion of Chains recruits veryfew new members and the legion as a whole suffers fromlassitude. Chain Legionnaires tend to be charismaticand charming, but often hide a darker, selfish side.Chain legionnaires are known to maintain independenttraining facilities outside of the War Colleges, but theycan most often be found among the ranks of Plague.Those with arcane ability are often found in Glamerhill— indeed, it is due to the influence of Chain legion-naires in the past that Glamerhill’s preferred weapon isthe spiked chain.

The Legion of Chain is presently at low ebb. Itsleader, Colonel Gaf Freelorn (male human, Ftr12, N), isa vocal supporter of the Emperor and maintains somegood business contacts with the Legion of Ash. He iswidely recognized to have a great hatred for the Legionof Crimson’s Lord-General Malcom Degarre, though itis not generally known why.

Location: The Legion of Chain has its main coun-cil houses in Meliad and Cantontown, with trainingfields outside of both. While presently more of a warcollege than a full legion, there are many rented outbarracks in Ard Macha should membership increaseonce more.

Notable Traits: The Legion of Chain’s colors areyellow and crimson, with a stylized fist gripping a chainas their standard. Legionnaires usually wear brown scalemail or breastplate and carry the eponymous spikedchain. A design of crimson chains is tattooed aroundeach recruits neck over the period of their training, onlycomplete when they are full members. This representsthat they are owned by the Legion, and no other mayclaim them. All Chain legionnaires carry two pairs ofmanacles at their belt, as part of their traditional uni-form.

Requirements: Recruits can be of any race, and anotable number of half-orcs sign up. Proficiency withsimple and martial weapons as well as light and mediumarmor is required. Candidates must be quite strong.

Style: While discipline is harsh, rules are rathereven-handed within the Legion. There are designated“free times,” when formalities are relaxed and the lowestinitiate may chat, respectfully, with a general. Militaryscience receives some attention, but the majority of thefocus is on capturing and subduing opponents. Besidestraining with the favored spiked chain, saps are alsobasic issue and some learn the use of the bola as well.

The following feats are usually taught in the Legion ofChain: Bind*, Combat Reflexes, Combat Expertise (Dis-arm Riposte*, Improved Disarm, Improved Trip), ExoticWeapon Proficiency (spiked chain), Improved Unarmed

Strike (Improved Grapple), Merciful Strike*, Weapon Fi-nesse, Weapon Focus (spiked chain; Weapon Specialization).

LEGION OF STEELThe Dancers of Steel developed in Venir from a

special, ritualized retelling of ancient sword battles.Eventually, this stylistic, acrobatic art form evolved intoan actual style of combat, incorporating whirling, dance-like blades. When the Venirian province joined theEmpire, the group was renamed the Legion of Steel andmade the official bodyguards of the Emperor. Thoughnot originating within the war college traditions, theLegion adapted. With the fall of Lede and the efforts ofthe Empire of Venir to take charge, the Legion becamemore prominent. Then came the charduni. Long, costlywars with the Charduni Empire drained the strength ofVenir. Since then, the Legion survives only as a weakreminder of what it once was.

The Legion of Steel has had long-running disputeswith the Brotherhood of the Iron Wind. Accusations ofstolen lore or “poaching” recruits have been fired backand forth. Both schools have similar influences, buteach sees the other as abusing or misrepresenting coreprecepts. Currently, the distance between the two groupskeeps matters civil. The Legion of Steel maintains bothindependent training facilities and is also technicallypart of Clayborn.

Location: The major quarters of the legion are afew miles outside of Femulyae in New Venir. This iswhere most recruits are trained. Other quarters aremaintained in Morian and Qadri.

Notable Traits: Members of the Legion of Steelgrow their hair long and tie it back. A hazy pastel bluemark, called a Sky’s Kiss, is applied to the cheek orforehead. Female members may also choose to painttheir lips with the blue dye. The pigment lasts a fewweeks, and the mark is then renewed in a brief ceremony— as a symbol of the recipients continued vigilance inservice to the Legion. The tradition may date back toGulaben worship, as a way of invoking her speed andclarity, though none, of course, remember this. Thedesign of the facial markings varies depending on affili-ation within the group. Those favoring Belsameth adopther symbol, but the most common emblem is a roughoval. Many Legionnaires now wear scalemail and bandedmail, but traditionally only robes were worn. Longswordswith intricately carved blades are the signature weaponsof the Legion of Steel. The carved body of the blade issaid to cut through the air particularly well and producea light but strong sword. In actuality it functions muchlike any longsword, though in the hands of a Legion-naire the carvings catch the light and the sword appearsto dance in the hands of its master.

Requirements: Recruits must be adept at quick move-ment as well as dance. The Legion once rejected anynon-lawful recruits, but that requirement ended after theDivine War. Proficiency with a longsword is necessary.

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Style: Becoming a Legionnaire of Steelrequires strict discipline and strict diet. Hoursof every day are spent dancing with weights.Recruits often collapse in exhaustion manytimes during the early years of their training.Constant practice and drilling continues evenafter graduation, to keep the force in topshape.

The following feats are usually taught inthe Legion of Steel: Combat Expertise (Ri-poste*), Dodge (Cloth Dancing*, Mobility,Spring Attack, Whirling Defense*, Whirl-wind Attack), Improved Critical (longsword),Improved Initiative, Weapon Focus(longsword; Weapon Specialization).

NINE STINGS COLLEGETwo-weapon styles were common to sev-

eral groups of elves around the beginnings ofthe Ledean Empire. During the VhaerithDynasty, one of these factions took a positionwithin human society as weapon masters, andstarted the Three Stings College. By theMorian Dynasty the group had attained acult-like status, but political rivalries almostdestroyed the college during the time of theFirst Tarkhuul Dynasty. Renamed the NineStings College, the school has been fairlymarginal ever since. Currently, the college ismore of a specialty school; indeed, its skills arenot represented among the true War Collegesat all. Its leaders nurse old feuds with most ofthe other colleges, particularly Clayborn andPlague. Nine Stings does maintain good rela-tions with the Sisterhood of the Scythe, oneof its few allies.

Location: The original Three StingsHaven was in lost Aurimar itself. After theempire fell, Nine Stings College had severalsignificant buildings near Meliad. The DivineWar brought heavy losses. Afterward, othercolleges bought out these buildings. Now theschool is limited to cheap holdings in ArdMacha.

Notable Traits: While once preferringelves and half-elves, the bulk of the membersare now human. Graduates are called eitherbrothers or sisters. Black outfits, chain shirts,and twin short swords are standard. Hair isshort, and tattoos are common upon the face.Tattoo magic is available to prestigious mem-bers, with Tanil’s grace, Denev’s sending, andMadriel’s light being the most common. A highdegree of school loyalty is instilled in mem-bers, and it is expected that brothers andsisters will lay down their lives for the school.

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Currently, the college is not really in a posi-tion to demand this loyalty, however.

Requirements: Potential members are firstscrutinized carefully. The Nine Stings Collegedemands honorable service, and suspiciouscharacters are not accepted. The current con-dition of the school, however, has necessitatedmore flexibility, particularly with well-payingstudents. Initiates must be proficient in shortsword and light armor and must prove them-selves able to move quickly and with grace.

Style: Nine Stings instruction involvesrigid discipline. Students are kept in isolatedcompounds for several years, with limited out-side contact. The aim is to focus attention andloyalty on the school. Most students learnskills from both the fighter and rogue classes.Wilderness lore and tracking were once afrequent part of training, but are now rarelytaught; still, the school does receive more thanits fair share of rangers anxious to improvetheir already prodigious twin weapon skills.

The following feats are usually taught inthe Nine Stings College: Combat Expertise(Improved Feint, Riposte*), Improved Ini-tiative, Two Weapon Fighting (DoubleBlow*, Improved Two Weapon Fighting),Weapon Finesse, Weapon Focus (short sword;Weapon Specialization).

SISTERHOOD OF THE SCYTHEIn Ledean times, druidic circles devoted

to Denev were fairly common. Their faith wasseen as a somewhat less dangerous, moresedate and “safe” worship. This lead to itspopularity in many urban areas. Throughoutthe dynasties of Lede, the followers of Denevmaintained chapterhouses in various cities.These provided useful gathering places forthe faithful and contact points for potentialinitiates. Quite early, however, followers founda need for bodyguards and protection againstthe efforts of other druidic orders. Initially,warriors devoted to Denev were employed,and soon began to train at the chapterhouses.Over time, as graduates of the war collegesjoined the faith, training methods were shapedand improving upon. By the fall of Lede, thedruids had formed an impressive and popularWar College.

In the struggles afterward, thechapterhouses were abandoned. The need fordedicated fighters to protect Denev’s faithfuldid not falter, however. The Sisterhood of theScythe is the largest of the remaining druidiccolleges, originally located in the north ofwhat is now the Stricken Forest. The sister-

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hood takes contracts for work with little obvious rhymeor reason. Many think the sisters simply take work whena need for funds comes up. The current leader of theschool is an elf, Maratah of Bielhe (female elf, Drd4/Ftr8,NE), though her last public appearance was in 124 AV.Like the Nine Stings College, the skills of the Sister-hood are not taught in any of the current War Colleges.

Location: As is appropriate to an organization de-voted to Denev, the “school” is located in groves and forestdwellings all over Darakeene. There are a few ancientbuildings where Sisters congregate on special occasions.They celebrate ancient traditions dating back to before theEmpire of Lede, or so the Sisters claim. These buildingshave no real worth, and most are nothing more thandepressions strewn with ancient stones. Members of theSisterhood foray into the cities from time to time, to gatheruseful information and potential recruits.

Notable Traits: The Sisterhood’s colors are brownand green, worked into most of their uniforms and equip-ment. Naturally, their chosen weapon is the battle scythe.Armor is typically only loose robes, and their whirling styleof battle is quite a sight to behold. The Sisters wear theirhair long, braided intricately and allowed to whirl and whipabout in battle. Sisters will often work with elves fromVera-tre, and occasionally assist Vigils.

Requirements: Potential sisters must be female.Humans and half-elves are the most common, but therehave been a few half-orcs and dwarves as well. Aprospective member must worship Denev and provethemselves through a series of rites and tests. Finally, inorder to be accepted the woman must prove herselfskilled in woodlore and the use of the scythe, and possessthe required strength and grace.

Style: The Sisterhood of the Scythe trains throughexample, instructive rituals and stories. Testing be-comes increasingly perilous, particularly near graduation.Sisters are not abandoned to these ordeals, but ratherwork with full members in hunting down titanspawnand performing other dangerous work. Many Sisters alsolearn the skills of the druids whom they so closelyassociate with.

The following feats are usually taught in the Sister-hood of the Scythe: Combat Reflexes, Dodge (ClothDancing*), Exotic Weapon Proficiency (scythe), MilitaryTraining* (Blindside*, Formation Combat*, Phalanx For-mation*), Polearm Trip*, Power Attack (Cleave, GreatCleave), Weapon Focus (scythe; Weapon Specialization).

WARRIORS OF WHITE FIREThe Legion of White Fire was the ultimate force of

magician-warriors in ancient Lede. Fed by graduatesfrom Glamerhill and other war colleges, the White FireLegion combined magic and knowledge with great skillin battle. Units were often tasked to other groups,providing logistic support or assisting in a larger combatmission. Toward the end of the Empire, several largeunits found themselves isolated in central Ghelspad,

just north of Venir. They settled and formed a largemercenary company, training their people in the tradi-tions of the legion and competing heavily withGlamerhill for recruits. When the opportunity came,the Warriors of White Fire allied quickly with Venir.Along with the Dancers of Steel, they helped fend offthe charduni, taking heavy and continuous losses in theprocess. Though severely weakened, they were preparedto recover — when the Divine War began.

Currently, the efforts of Calastia have weeded outthe remaining schools of the Warriors of White Fire. Allthat exist now are a few-dozen members in easternDarakeene and, supposedly, secret headquarters alongthe edges of the Blood Steppes and Haggard Hills. It ispossible that the Warriors will reestablish themselves,and at least one notable member, Anastasia Crux (fe-male half-elf, Ari2/Wiz3/Ftr4, CE) has some clout in thecourt of Emperor Klum. Glamerhill, once a bitter rival,spares little thought to the White Fire, consideringthem merely a fading remnant of the Divine War.

Location: The Warriors maintain a smallchapterhouse in Meliad, also the home of AnastasiaCrux. Most of the efforts to revive the school are focusedthere. The original centers of the school were in Aurimar.After the fall of Lede, the Legion set up compounds inwhat are now the Blood Steppes. These compoundswere first overrun by charduni and then obliterated inthe Divine War.

Notable Traits: Warriors of the White Fire are adiverse lot. The badge of their school is a silver or whitestylized flame, normally worn at the left breast or workedinto other symbols. Some members prefer to keep theirschool affiliation secret. Several other war colleges havelow opinions of the Warriors and open membership maymean a loss of promotion or lack of employment oppor-tunities. Warriors of the White Fire prefer rangedweapons, particularly longbows. Those that can affordsuch wear clothborn armor (see Appendix Three), butmost wear no armor at all.

Requirements: When the school was formally es-tablished north of Venir, entrance requirements werequite low out of necessity. Most members were childrenof legionnaires, or otherwise willing to throw in with theLegion. Over time the standards have risen. In thepresent day, a fair amount of scholastic and martial talentis required. Family connections improve the chances ofentry. Those lacking prior arcane and military trainingwill have to prove themselves or pay more to enter. Whilethe school officially disapproves of sorcerers, any form ofarcane spellcasting is considered acceptable.

Style: Training varies depending on the venue. Atraditional curriculum is still used in Meliad, and utilizesa rather scholastic approach. Combining arcane artswith military science, cerebral lessons are interleavedwith exercises meant to illuminate specific principles.Whenever possible, instructors send older students onpatrols to gain real-world experience. In many cases,

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however, training is more akin to apprenticeship. MostWarriors of White Fire are adept at wizardry, and oftenspecialize in evocation.

The following feats are usually taught to the War-riors of White Fire: Blind-fight, Combat Expertise(Improved Trip), Improved Initiative, Point Blank Shot(Far Shot, Precise Shot), Polearm Trip*, Two WeaponFighting (Improved Two Weapon Fighting, SpinningBlow*), Weapon Focus (quarterstaff, rays, touch at-tacks; Weapon Specialization).

THE OTHER STYLESThe colleges are not the only, or original, propri-

etors of distinct military traditions. Some styles aresignificantly older, and there are numerous groups withspecialized forms of combat. Their bond may be throughfamily ties, religious devotion, or ethnic loyalty. Thereare, thus, thousands of styles throughout the ScarredLands. What follows is merely a sampling of the largestand most notable.

BLUE HUNTERSThis style developed as a way to combat wizards and

clerics. The current tradition in Ghelspad has its rootsin hunter legions developed in Lede, under the com-mand of the Conventacle of Ages — seeking to slaythose who offended the rule and power of the titans (atleast, so they claimed). The legions dissolved shortlyafter the end of the Empire, but units throughout Scarnadopted their lessons and strategies. Several strategistshave written texts on the subject, and current BlueHunters draw on these and many other sources.

The Hunters are divided into two significantbranches. The first trains what are, in effect, wrestlers.They rely on immobilizing the target and, hopefully,removing any chance for spells to be utilized. Thesecond group developed from army tactics; units of anti-mage archers would be formed to attack spellcasters assoon as they made an appearance on the battlefield.Such archer units are matched with spotters who areable to see through possible invisibility or illusionarymagics. Even if a target is invisible or disguised, archerscan still flood the area with arrows.

Location: Many major armies maintain Blue Huntergroups, as do the larger mercenary companies. Whilewizards and clerics are not enthusiastic about unitsspecializing in their death, they certainly find good useof such units against their own enemies. Perhaps theonly major army to not have such units is the Calastianarmy; the Calastian battle-mages reserve the privilege,of destroying rival spellcasters, for themselves.

Notable Traits: Members often tie a red silk sasharound an arm or weapon. “Blue” is seen as a symbol ofunnatural or spectral forces, while red indicates flesh andliving, natural matter. Wraith touch magic tattoos arecommon (see Relics & Rituals, Chapter Five, "Tattoo

Magic"),, as are antimagic charms and protection. Po-tions of see invisibility or detect magic are standard gear.Armor varies, but is usually light to allow for quickattacks. Strong hunters will rely on gauntlets to dodamage when grappling, possibly spiked ones. Others willuse nets, bolas, spiked chains, or other weapons ideal forsnaring opponents. Sticky balls of wax or tar are used toseal up the mouths of mages once they are grappled.Archers prefer composite longbows.

Requirements: Blue Hunters are fairly adaptable.Stronger melee recruits are taught to focus on directgrapples, while more agile melee recruits are encouragedto use bolas or nets. Both types must have proficiency insimple and martial weapons, as well as with light armor.Archer recruits are all trained in the same manner, andtheir requirements are rather straightforward — theymust have proficiency in longbow.

Style: Blue Hunters often learn the intricacies ofthe Spellcraft skill, allowing them some recognition ofmagical forces. Hunters involved in close combat aretaught a wide variety of hunting techniques, as well asskirmishing. Many serve as city guardsmen while intraining, gaining experience and real-world practice.Blue Archers are taught in army units, and are trainedto fight on large battlefields. They are also less likely tocross-train, and tend to rely on the magical support ofothers.

Strong melee hunters usually learn the followingfeats: Blind-Fight, Combat Expertise (Riposte*), Dodge(Mobility, Spring Attack), Improved Unarmed Strike(Improved Grapple, Stunning Fist), Iron Will.

Agile hunters usually learn the following feats:Blind-Fight, Dodge (Mobility), Exotic Weapon Profi-ciency (bola or net), Iron Will, Point Blank Shot(Precise Shot, Shot on the Run, Trick Shot*), WeaponFocus (bola or net).

Archers usually learn the following feats: ImprovedInitiative, Military Training* (Advanced Military Train-ing*, Formation Combat*), Point Blank Shot (FarShot, Precise Shot, Rapid Shot, Trick Shot*), WeaponFocus (bow; Weapon Specialization).

DAWN GUARDThe Dawn Guard originated from a number of

secretive organizations that formed in western Ghelspad,during the slow fall of the Ledean Empire. These groupswere forced to develop covert methods of fighting underthe increasingly paranoid eye of the Empire.

Allied with the Coventacle of Ancients, the DawnGuard never achieved any real status as a college. It did,however, function as a training center for spies andcriminals. At the same time, the Guard maintained adoctrine of honor. They thought of themselves as de-ceptive by necessity, guarding the world of day from thedangers of night. Portions of the Guard distanced them-selves from the Coventacle of Ancients as the Empirebroke down. Their doctrine became even more serious

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with the fall of the Empire. Members began to seethemselves as the secret shapers of civilization.

The spread of the charduni, and the desperationthat spread engendered, focused the martial philosophyof the guard. Anything, including tent pegs or sashes,could be a weapon in the hands of a Dawn Guard. Thisproved quite effective, and the Guard assisted Hedradanexemplars with training commonfolk to use their handsand makeshift weapons to defend themselves againstthe dark dwarves. These endeavors caused the DawnGuard to expand, and members soon existed all overGhelspad. Many were involved with other enterprises,but still found the Dawn Guard useful as a neutralground to discuss tradecraft and barter for information.

The Divine War crippled and scattered the DawnGuard. No longer an organization in any meaningfulsense, it has become a philosophy with as many interpre-tations as there are members. Still, the Dawn Guardremains a popular military style for criminals, guards,and mercenaries.

Location: The original headquarters were inAurimar. After the fall of Lede, the major schools of theDawn Guard were located in Meliad, Shelzar, andCalas. At their greatest, these schools contained per-haps a dozen members and 20–30 students each. Sincethe Divine War, members can be found in pretty muchany human-dominated region of Ghelspad, though itmay take some special effort to track down instructors.

Notable Traits: Dawn Guards make a point of notbeing recognizable as such. Given the demands of thestyle, members are necessarily agile and insightful. Gradu-ates have a series of code phrases, though these aresomewhat regional and thus unreliable.

Requirements: The greatest requirement of a po-tential Dawn Guardsman is great agility and a keenperception. Recruits are also expected to be proficientin simple and martial weapons. Dawn Guard trainingwas once limited to male humans, but that restriction isno longer enforceable.

Style: Training consists of rather repetitive drills invarious maneuvers. Theory is taught, but is specific tothe teacher. Cross training is common, and also depen-dent on the instructor. Students being taught withburglary in mind will be trained in disguise and how touse elements of each disguise as a weapon. Such studentswill usually be cross-trained as rogues. Other studentsmay be instructed in a more philosophical approach tocombat, with religious overtones and possible crosstraining as clerics or monks. Overall however, the mostcommon regimens do focus on criminal enterprise.

Students are usually taught the following feats:Blind-fight, Combat Expertise (Improved Feint, Im-proved Trip, Riposte*), Dodge (Mobility, SpringAttack, Whirlwind Attack), Improved Initiative,Improved Unarmed Combat, Improvised Weapon*.

FELDAR GUARDSMENFeldar Joh was a guardsman in Hedrad in 67 AV.

Originally from Durrover, he developed a unique flailand morningstar style of combat that has become popu-lar throughout eastern Ghelspad. The training isprimarily applicable for armed humanoid opponentsengaging in quick skirmishes — ideal for guards or smallmercenary groups. A large number of Feldar Guardsmenjoin the Legion of Crimson.

Location: There is a sizeable training center inHedrad, but most Guardsmen are taught by graduatesdirectly. Guardsmen can be found in Vesh, Durrover,Hedrad, Mithril, and even Lageni and Calastia.

Notable Traits: Guardsmen wield light flails andmorning stars and wear blued scale mail. Symbols ofHedrad or Chardun are common. There are few otherdistinguishing traits.

Requirements: Feldar Guardsmen must be agile,and individual teachers may have other demands, de-pending on the circumstance.

Style: Training is rather straightforward. A novicefirst becomes familiar with the flail and morningstar.Then the student is trained using them together, com-bined with a great deal of basic combat exercises. Evenbefore graduation, students serve in some practicalcapacity — as a guard, or as an assistant under theirinstructor.

Feldar Guardsmen usually learn the following feats:Combat Expertise, Dodge (Mobility, Spring Attack,Whirlwind Attack), Improved Initiative, ImprovedShield Bash, Military Training*, Two-weapon Fighting(Double Blow*, Improved Two-Weapon Fighting).

HEADSMAN SCHOOLZathiske was once home to a wide variety of exotic

military traditions. One of the less popular, but stillquite powerful, was the Headsman School. The schoolwas charged with the task of training executioners.Those failing to graduate with honors became generalexecutioners, responsible for removing hands, perform-ing torture, or overseeing hangings. The elite wereHeadsmen, the only official performers of beheading —the execution style favored for merchants and noble-men. It was considered a saving of face to be executed bya notable headsman, while noblemen sent to a hangingstained the honor of their surviving family.

With the disruption of the Divine War and thechaos afterward, the Headsmen grew into an honor guardof sorts. While not really well versed in warfare, they hadaccrued a great deal of fear and prestige. Crucial mistakesin defense against the Calastians destroyed this honor.The Headsmen managed a few brutal killings of Calastianofficers but they had no real impact on the war. It did,however, spell the official end of the Headsman Schoolonce the Calastians took charge. Currently, Headsmenstill perform executions, but their school has been stripped

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of reputation and is overseen by unsympathetic Calastian“observers.” The college is slowly being transformed tostrengthen its ties to Chardun worship, remaking it intoa beacon of Calastian culture.

A branch of the Headsman School has been establishedin Hollowfaust. The elite headsmen of the royal family wereleft to ply their skills as sell-swords after Zathiske fell. It is knownas the School of the Headman's Sword (see Hollowfaust: Cityof Necromancers, Chapter Two, "The Civilian Quarter").

Location: The official buildings of the HeadsmanSchool are located in northern Quelsk, though there areimportant quarters in Pahjam for elder members.

Notable Traits: Headsmen are typically large. Verylarge. Full graduates wear long beards, worked into twobraids that curl outward almost like tusks. The fewfemale members grow their hair long and keep it pulledback into two braids. Faces are always covered with a“sanguine cloth,” a bright red silk mask, with eyeholesor patches of thin black cloth that can be seen through.Jewelry is common, as are piercings all over the body. Aseries of ritual scars and tattoos mark out the lives ofeveryone the Headsman has executed. The torso isusually left exposed, though women may wear somesimple support. Lesser graduates wear a rust-coloredhood and loose clothing, with much of the chest ex-posed. Tattoos of birds in flight, representing spirits ofthe executed, normally cover the chest, indicating themeasure of experience. Headsmen favor a featheraxe,ideal for their line of work. Some, particularly lessergraduates, use more diverse weapons — such as knives,or weight and rope— for other lines of work.

Requirements: Strength is the primary require-ment of a Headsman. Loyalty and honor to the schoolis vital, though instructors expect they can make up forany lack with a healthy dose of beating. A raw recruitneeds no martial proficiency, but more seasoned charac-ters must be familiar with martial weapons before theschool will consider acceptance. Though the schoolfavors male humans, women and members of other racescan work to gain admittance. Dwarves are typicallyrejected, as they are falsely considered too short to usea featheraxe effectively.

Style: Beating, beating, and more beating. Stu-dents are subjected to constant physical punishment topurify their spirits and toughen their bodies. The endresult is a group of highly arrogant, nasty, brutal charac-ters who consider all outsiders as worthless. Which is, ofcourse, the point.

The following feats are taught in the Headsmanschool: Exotic Weapon Proficiency (featheraxe), Im-proved Critical (featheraxe), Iron Will, Power Attack(Cleave, Finishing Strike*, Sunder), Toughness, WeaponFocus (featheraxe; Weapon Specialization, Exact Blow*).

LODGE-WARRIORS OF VERA-TREIn the most ancient days, according to the lore of

the wood elves, all elves spoke openly with animals and

plants. Though much of this old knowledge is currentlyknown only to those close to Denev’s heart, the tradi-tions are still kept alive in the Ganjus by the Chorus ofthe Ages. The Lodge-warriors are the holders of the firstlessons in the art of combat, gifted by the brethren of theelves. The skills of the Lodge-warrior, though distinct,show some kinship to the ways of rangers, the Jordeh,and other defenders of Vera-tre.

Lodge-warriors, in particular, cultivate a fightingstyle that mimics that of one of the Four Eldest Beasts —the four animals who were the first to be birthed byDenev in the dawn of the world. More than a fightingstyle, however, the lodges teach a life philosophy inkeeping with their patron First Beast.

To observers, there seems to be an interestingparallel between the martial teachings of the Ganjusand those of the Exemplars. There are some clearsimilarities, and many lodge-warriors cross-train asmonks. The elders of the Lodges of Vera-tre consider theExemplars simply other holders of the true lore thatpredates both Exemplars and elves.

The Lodges are both a military and social institution.Elves are frequently members of a lodge due to familyhistory, philosophical ties, or other factors. Lodge war-riors are often drawn to their path as a way to seek morespiritual fulfillment, while enjoying the purity of purposeof serving the Mother and the Ganjus itself. Banding withdruids, bards, and the Jordeh, these defenders of the wildcommonly provide military support to more esotericgroups whose objectives match their own.

Leaders in each lodge are known as Keepers, and areinevitably incarnates. The true authority of each of thelodges, however, is the incarnate who is the reincarna-tion of that First Beast represented by the lodge. Becausethese druids also serve as the Verdant Seat of Vera-Tre(or one of the Heirs thereof), the elite of the Lodgewarriors often serve as their royal guards and huntingcompanions.

Location: The headquarters of the lodges are alllocated within a day’s journey of Vera-tre. Membersvisit Vera-tre frequently to participate in rituals andparlay with other groups.

Notable Traits: There are four lodges in Vera-tre,corresponding to the Four Eldest Beasts. Though the“mother lodge” is most significant to a lodge-warrior,movement between lodges and training in the differentstyles is encouraged. Some warriors outside the Ganjuschoose to interpret this tradition differently, refusing to“contaminate” their “purer” teachings. The four lodgesare Bear, Hawk, Stag, and Wolf.

Bear lodge-warriors wear their hair somewhat shortand unkempt, with temperamental but often quite jo-vial demeanors. They wield spiked gauntlets made ofwood, often with bracers to protect both forearms.

Warriors of the Hawk Lodge wear their hair long,with molted feathers twined into the free flowing strands.

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Hawk-warriors blend quiet watchfulness with brutal,sudden action. While hawk-warriors are some of thewisest of the lodge-warriors, the youngest members canbe cruel or rash. Hawk warriors wield shortbows andbeaked clubs (heavy maces).

Stag lodge-warriors are typically large and toughindividuals, with short cropped hair and often wearingfinely-made cloaks. They are proud and distant, even forelves, a trait that sometimes verges on improprietytoward Denev. Stags run long distances, while carryingshort bows and spears. They are also known for ridingmassive stags into battle.

Wolf Lodge favors long hair, braided back and keptscrupulously neat. Fetishes and charms are often woveninto these braids, recording accomplishments and some-times transgressions. They are amiable and sometimesplayful unless greater focus is needed. Wolf-warriorswork well in groups and favor quick attacks as part of along and patient strategy. Flint knives and bolas arecommonly used weapons.

Requirements: Prospective members are over-whelmingly wood elves. Other elves and half-elves maybe accepted, but it is unusual. Initiation into one of theLodges requires some knowledge of animals and thewilderness, as well as speed and strength. Additionally,the would-be Lodge-warrior must either be sponsored byanother member of the Lodge, or must be able to provethat an ancestor belonged to the Lodge, something thatmost modern wood elves can easily do.

Style: Induction into a lodge has heavy religioustrappings. Physical exercises are often ritual perfor-mances of ancestral stories.

Bear lodge-warriors sometime cross-train as barbar-ians, and learn the following feats: Endurance (Robust*,Stalwart*), Fur-like-Dusk*†, Great Fortitude, ImprovedUnarmed Strike (Deflect Arrows, Improved Grapple,Stunning Attack), Merciful Strike*, Power Attack(Cleave, Improved Overrun, Sunder), Toughness.

Hawk lodge-warriors are invariably excellent ar-chers and learn the following feats: Alertness, BattleCry, Dodge (Mobility), Improved Staple*, Point BlankShot (Far Shot, Precise Shot, Rapid Shot, Shot on theRun, Trick Shot*), Weapon Focus (bows; WeaponSpecialization), Wings-of-Fire*†.

Stag lodge-warriors learn the following feats: Dodge(Mobility, Spring Attack), Improved Bull Rush, Im-proved Critical (spear), Lightning Reflexes, MountedCombat (Mounted Archery, Ride-by Attack, SpiritedCharge, Trample), Stag-of-Seven-Tines*†, WeaponFocus (spears; Weapon Specialization).

Wolf lodge-warriors occasionally cross-train as rang-ers, and learn the following feats: Alertness, Battle Cry,Dodge (Mobility, Spring Attack, Whirlwind Attack),Endurance (Stalwart*), Exotic Weapon Proficiency(bola), Expertise (Improved Trip), Military Training*(Advanced Military Training*, Formation Combat*),Moon-in-the-Eyes*†.

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MULTICLASSING FIGHTERSMany classes benefit from learning the skills of a fighter; likewise, many fighters seek to expand their effectiveness by learning

the abilities that another class has to offer.•Barbarian: The technique and precision of a fighter is a frightening thing to behold, but even more formidable

is that skill combined with the ferocity of a barbarian spirit. Throughout Albadia, the Blood Steppes, and the otherwild reaches of Ghelspad, skilled barbarians are the source of legends. The War Colleges themselves often study thesegroups, seeking to improve on and utilize their methods.

• Bard: Bards are crucial to the function of most armies. Lifting sagging spirits, their inspiration can turn thetide of battle. In Vesh and Darakeene, a number of fighters have a bardic warrior tradition hearkening back to pre-Ledean times. Skilled and knowledgeable, with a smattering of useful magic, these sophisticated fighters proveexcellent spies, guards, and leaders.

• Cleric: Followers of Corean, Chardun, and Vangal, the gods of war, commonly blend the precision of fighterswith the divine power of the cleric. They may also craft magical arms as part of their duties. These militant clericsare common in Mithril and Dunahnae, as well as among the Horsemen of Vangal and the justicars of Hedrad.

• Druid: In the Ganjus and amongst the cannibals of Khirdet, druidic warriors blend wild power with deadlytechnique. The Ganjus hunters and Lilliandeli use the gifts of Denev to walk unseen in the forests, ready to protectwith quiet efficiency. The wild Khetans use their magics to confound and snare potential victims, while their viciousattack hounds are both companions and a means to corral foes. In both cases, the combined techniques are rathereffective. Fighter-druids are perhaps best known in “civilized” nations as members of the Sisterhood of the Scythe.This path is useful for those lacking the desire needed to devote their lives to service, but who still wish to utilizedruidic techniques.

• Monk: Masters of personal combat, those who blend the teachings of war colleges with monastic trainingare highly effective. The fluid grace and iron discipline of a monk combines extremely well with the techniques andtactics of other martial styles. A number of groups, such as the Maktarque of the Bleak Savannah, have integratedboth these professions into one unified technique. The origins of many of these cohesive styles date back to theCharduni Empire and the teachings of the Exemplars. The city of Hedrad, in particular, is known for having schoolsthat teach a unique blend of naval fighting and Exemplar lore. One major advantage of this cross-training is thatit requires less discipline than pursuing a purely monastic path.

• Paladin: Amongst the faithful of Mithril and Hedrad, paladins dominate military tradition. Particularly inMithril, however, a large number of mercenaries work alongside these noble warriors, assisting in the cities’ defense.The proximity of the two groups has lead to blended techniques. Fighters with a strong spirit have learned to combinedivine-imbued ability with martial prowess. This type of training is more common in eastern Vesh and in a fewmercenary companies in eastern Ghelspad. In Mithril proper, breaking off training as a paladin is not well received.

• Ranger: Fighters who excel at speed and agility, more than sheer mass and muscle, often gain ranger training.With skills befitting a scout and experience in the field, these fighters are effective in ambushes, patrols, andreconnaissance. Woodland fighters are common in the Ganjus, Vesh, and other isolated regions.

• Rogue: Agile fighters are well served by considering lighter combat styles. Combining the skilled techniquesof a fighter with the precision of a rogue is quite useful. Light techniques allow a character to have more options incombat, such as feints, while retaining the advanced martial skills of a fighter. A number of war colleges teach thesetechniques, and they are quite common in Vesh and Shelzar.

• Sorcerer: Poorly regarded in most quarters, those with the talent for sorcery may find combining it withmartial training quite necessary. A variety of schools of martial sorcery were once common, particularly in theLedean Empire and, later, in the days of the Sorcerer-Kings of Aurimar. Glamerhill, one of the Darakeene WarColleges, originated from these martial-sorcerous schools. In the present however, such links are brushed over andGlamerhill focuses exclusively on martial wizardry. Martial sorcery favors archers and agile fighters, though strongfighters can do well with judicious protective magic.

• Wizard: Agile fighters, with a head for more scholarly pursuits, are well suited to study the arcane arts.With appropriate magics or items, they can combine spells with martial prowess for deadly results. The oldLedean colleges particularly encouraged this kind of cross training in their archers and scouts. In modern times,the Calastian battle-mages and the Glamerhill College of Darakeene are the most well known inheritors ofthis tradition.

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LUMBARDI STYLEVesh considers itself home to military traditions

just as fine, if not finer, than those of Darakeene. In thepast 80 years, a number of refined techniques andschools — particularly those dealing with dueling —have formed in Vesh. Maestro Lumbardi of Rika estab-lished one such school in 132 AV, and it has becomerather popular despite fierce competition. Currently,stylish guardsmen and noblemen practice Rikan Duel-ing throughout Vesh.

Location: Maestro Lumbardi of Rika has schools inall the major cities of Vesh. A small school was startedup in Ard Macha, in Darakeene, but burnt down in amysterious fire.

Notable Traits: Lumbardists wield a single rapier,and wear a chain shirt, studded leather, or no armor atall. A proper Lumbardi rapier is a Rikan blade with ashielded grip. Graduates often have a squared circletattooed on the inside of their right forearm, a symbolrepresenting some of the stances of the style.

Requirements: Prospective members need to paywell (1,000 gp for a complete course) and be proficientwith a rapier. They must also prove to be fast in hand,foot and eye.

Style: Lessons vary depending on the teacher. Theapproach is intellectual, with a great deal of readingbefore students are even allowed to wield a weapon.Speed drills and fencing practice then polish skillsfurther. Contests with other schools and styles arecommon, particularly in Rika.

Students are taught the following feats: Dodge(Cloth Dancing*, Mobility, Spring Attack, WhirlingDefense*, Whirlwind Attack), Expertise (Disarm Ri-poste*, Improved Disarm, Riposte*), ImprovedInitiative, Weapon Finesse.

TRUE ARCHERSThe high elves of Termana had long ago become

the center of the most advanced skills of archery. Amongtheir accomplishments was the Kyalhia Erianna, or “Ar-cane Archers.” Though the brotherhood so namedperished in the Titanswar, their lore remains in Uria andVera-tre. There was a good deal of influence betweenGhelspad and Termana, and some of the skills of theLiliandeli and others in Ghelspad have a kinship to thearts of Termana. In the present day, the forsaken prac-titioners of true archery are scattered throughoutTermana and Ghelspad. A few serve on in Sylavael.

Location: The original schools of the True Archerslay in northern Termana, now sunk beneath the waters.Currently, there is a center of formal training in the cityof Utel in Sylavael.

Notable Traits: True Archers are often decep-tively agile, even by the standards of elves. They arecharacters of few words, communicating mainly throughgestures and nods whenever possible. Dedication anddiscipline shines in the eyes of a true archer, even if thatlight was dimmed by the Divine War. Tattoos com-monly mark personal achievements. A simple bandaround the arm denotes entrance as a true archer, witha second band placed when arcane archery is learned.These bands are further ornamented to record otherimportant events in the life of the archer. The oldesttrue archers have arms and chests covered with tattoos,invariably one band after another. Magical tattoos arealso frequently used, particularly Tanil's grace andMadriel's light. Archers wear little armor and usuallywield a longbow, though some prefer shortbows orcomposite bows.

Requirements: Traditionally only full elves wereallowed to join the True Archers. In modern times,pragmatism has overturned tradition in many cases, andhalf-elves are inducted as well. Great agility is impera-tive for a potential archer. Proficiency with a longbowor shortbow is required, as is demonstrating at least someability at arcane magics. Previous experience with sor-cery or as a bard is considered adequate qualification forarcane skill.

Style: Discipline is required. Those unwilling orunable to follow lessons are summarily dismissed. Inmodern times, pressure from the military leaders ofSylavael has encouraged readmittance, but each dis-missal earns a student a lasting stain on their reputation.Training usually starts with fundamental archery skills.At an appropriate point, students lacking arcane train-ing study wizardry. True archers are guided towardgaining skill in the arcane archer prestige class (see theDMG), but some leave before doing so. Whether out-casts or due to isolation from teachers, these archers mayfocus on developing martial skill, or cross training inother ways.

True archers usually learn the following feats: Dodge(Mobility), Improved Initiative, Improved Staple*, PointBlank Shot (Far Shot, Precise Shot, Rapid Shot, Shoton the Run, Trick Shot*), Weapon Focus (bow; WeaponSpecialization).

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Mercenary groups are often disdained by othermilitaries, particularly national armies. This owes moreto patriotic fervor than a genuine analysis of the facts.Armies are maintained depending on the demands of agiven nation. The citizens themselves primarily defendsmall or sparsely populated countries, being roused intimes of war to protect their own land. More organizedgovernments structure paid service as a term of monthsper year, or a specific time period a citizen serves themilitary before retirement. The largest nations howeverembrace the professional soldier, paid from tax moniesso that the citizens need not fight. The differencebetween a paid professional soldiery and mercenaries is,thus, largely an emotional distinction.

In modern times mercenaries provide an especiallyvital function in Ghelspad. Since the Titanswar, fewnations have been able to field sizeable armies. Further-

Don’t sneer at me, pikesman. I’m here to save your miserablehides. Yeah, I’m getting paid plenty of gold to do it, but why elsewould I be here? Understand this — the loss of some of yourprecious gold ensures that this damned place will still be around inthe future when those orcs come boiling up out of the hills. Warsare always fought with mercenaries, and we’re as faithful as yourgold is good. My blood will run just as surely as yours on thisbattlefield. Now, do you want to show me a good place for my mento set up camp, or shall I just choose a spot?

— Lieutenant Alishia Brazenpinion, Mercenary of the Hawk

more, the need to defend borders often leaves internalregions vulnerable to titanspawn attacks. Mercenarycompanies can recruit and train in more prosperousareas, then make themselves available to others. Weakernations can thus focus on strengthening their economy,paying for military assistance rather then trying to set uptheir own defensive infrastructure. This saves the timeand resources needed for instructors and training. Inaddition, the wide variety of companies in Ghelspadallows nations to shop around and find a group suited totheir situation. Mercenary companies can even provideinstruction for established armies or untrained citi-zenry. In several cases, retiring mercenaries have becomethe foundation of national militaries.

Critics before the Titanswar often complained thatmercenaries preyed on the weak. Mercenary bands werepainted as more interested in looting and pillaging than

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protecting a nation. History, however, shows that what-ever unprofessional behavior mercenaries might haveengaged in, they were far from alone — as many na-tional militaries were just as culpable of being destructive.After the Titanswar, criticism waned. Mercenaries dis-banded to bolster local defense, providing an essentialseeding of military skill across Ghelspad. Mercenariesare used today in nearly every region. While the vastranks of Ledean legionnaires remain in the popularimagination, it is upon the backs of mercenaries thatGhelspad regains its vitality.

The origins of mercenaries are as diverse as thecompanies themselves. Many groups were originallynational armies. The most common of these are theLedean Legions. The Legion of Ash formed fromlegions around Darakeene, remaining tied to the WarColleges and continuing on as a mercenary company.The Legion of Chain dwindled, becoming a mercenarycompany even before the complete end of Lede. Anumber of other legions became regional armies, butmany have either been absorbed or destroyed in thewars since. The Legion of Steel remains as the stron-gest survivor of this process.

WAR IS MONEY:LIFE AS A MERCENARY

Mercenaries are paid to protect. Simple? Not really.We aren’t paid to kill, we aren’t paid to die. We are paid tomake others feel safe. Sometimes this means we get cut toribbons under the sword, sometimes it means we put on aparade and wave to the children. It’s because they don’thave the time or money for their own military, at leastnobody good. So they hire us.

Do the job. No more, no less. If you want to be a greatand noble hero, saving the hides of villagers from bandits, doit on your own time. Or make sure to be paid in gold. Lifeis too short, and it’s easy enough to make enemies withoutlooking for a new dance partner. Contrariwise, what you doreflects on all of us. Abandon a post, and you are sure to findyour head abandoning you — by my own hand, if I have thesay of it. There are plenty of other fools ready to make a goodliving, if you don’t have the stones for it.

Business is business. Yes, you were slaying people leftand right last week. And today, their family comes lookingfor you. If you aren’t paid, it isn’t business. Lose them, ifyou can. Or buy them a drink, you never know who mighthire you next. But if they don’t understand business, getyour comrades and we’ll teach them. On the other side of thecoin, you lose a friend in a raid, that’s business too.Reprisals are not business… unless you get paid. In whichcase, enjoy it.

— Captain Galius Jokar, Crow Company at MithrilThe life of a mercenary is a good one. Or, more

accurately, less bad than the lot of most in the ScarredLands. With a job in high demand, many employment

opportunities, and reliable pay, mercenaries often havesafer, healthier lives than everyone around them. Theyare armed and trained to meet the struggles civilians arehelpless against. Titanspawn and raiders, after all, seekthe vulnerable, not armed opponents.

MERCENARY STRUCTUREMany mercenary companies encourage a high de-

gree of discipline and self-control, seeing their task asnot simple profit but a vital and honorable service.Unsurprisingly, in almost all cases the reality is far fromthis ideal. Corruption in all its forms is part of the historyand make up of the mercenary profession, and this wasparticularly evident in the chaos immediately followingthe Divine War. Since then, the stronger nations havekicked out, incarcerated, or in some cases executed, theworst offenders. Mithril and Hedrad have strict rules,particularly for breaking agreements. Calastia harshlypunishes mercenaries who fail in their duties, thoughbribes for desirable agreements are fairly common.

Most mercenary groups consist primarily of war-riors and other fairly untrained personnel. The elite,particularly the Legion of Ash, draw their membershipfrom the Ledean colleges. Between these two extremesare many companies that maintain professional sol-diers, the largest being the Legion of Crimson.

The experience of a mercenary depends primarilyon the structure of his company. Small mercenarycompanies are much like any band, with the mostexperienced or charismatic in command. The com-mander may simply have the social skills vital to landinggood jobs. Small companies typically specialize as guards,city defenders, scouts, or patrols — as each of theseservices requires a different composition of skills. Largercompanies may be more structured, with experiencedmen being placed in groups by competency. The largestorganizations may move groups around to form largerforces, similar to the operation of many national armies.A horseman may be used as a scout for a caravan,protected by archers and light infantry from his samecompany. Later, the same horseman may be tapped as acourier.

In loosely organized groups, training is rather rough.Mercenaries pick up whatever they can, and rely on acasual camaraderie. A strong and persuasive, or intimi-dating, leader can keep disagreements from erupting.Bonds can be tight, as each mercenary relies on theothers for survival.

Larger groups can be more impersonal, demandingan attachment and loyalty to the organization as awhole. Even in these companies, bands of mercenarieswill associate, forming personal bonds. Large groupsmay have extensive training programs for their soldiers,providing valuable military skills. For fighters interestedin training, mercenary companies thus offer a majoralternative to War Colleges and national militaries.

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Their regimen often fuses regional traditions and les-sons taken from schooled military.

Mercenaries are always on the look out for jobs.Two types of employment are attractive to a mercenary.Lengthy, stable, and relatively safe appointments, suchas serving as a town guard, guarantee that a mercenarywon’t starve. Deadly, quick jobs, such as rescuing anoble from titanspawn, offer great rewards. Mercenariesprefer safety, but the dangerous job offers may pay wellenough for retirement or at least provide needed gear.Most groups alternate, maintaining relatively modestpositions for much of the time while coasting on themoney from the occasional risky venture.

The reaction of civilians to mercenaries is generallypositive, assuming the mercenaries are there to protect

them. After all, these warriors have significantly andvisibly helped save the lives of the innocent repeatedlythroughout Ghelspad — albeit for a fee. Some patriotsdisdain mercenaries as malcontents, inferior to a properarmy, but even they still regard mercenaries as a neces-sary convenience.

MERCENARY COMPANIESBelow is a selection of mercenary companies, great

and small, from around the Scarred Lands.

THE BARBERS OF DARDALEThe Barbers have had a strange history. Originally

they were nothing but what their name suggests; bar-

MERCENARY PAYeasily make 5 sp per day per level. However, theseposts are typically quite dangerous to warrant suchskilled protection. Elite are more likely to do missionwork than extended assignments.

Mercenary groups may have nonmilitary per-sonnel for a variety of purposes. Cooks, craftsmen,porters, and others are often on the company payroll,providing dedicated work. These assistants are paidmuch like other hirelings (see DMG, Chapter 4,“Hirelings”). Small companies simply hire workmenas they are needed. The largest groups are much likearmies, needing to place workers in company com-pounds and forts.

Normal duties might be occasionally dangerous,but for the most part a mercenary rarely encountersviolence. Some posts are particularly hazardous, how-ever, such as scouting in a known hotbed of titanspawnactivity. Pay may be increased by half or even doubledin such situations.

Regular mercenaries usually surrender 1 sp perday of their wages to their ranking officer. Thisofficer, in turn, passes at least 50% of this amount upto higher ranked leaders, and this continues all theway to the top. In many units this tithe is rolled backinto the group, paying for barracks or other goods.

Mercenary units can be evaluated to determinetheir overall cost per day. Characters interested inhiring units often have to pay a certain amount upfront. A respectable mercenary company might re-quire a month’s salary before starting work for anemployer they do not know well. Leaders of a com-pany are typically responsible for punishing internalinfractions, allocating pay, and maintaining the unit.They also take the orders from the employer andcommand the unit accordingly.

Mercenaries vary considerably in ability. Mostmercenary duties consist of patrols, guard posts, orescort of caravans. These jobs are continuous and paymodest weekly amounts. More dangerous assign-ments do not have a set pay structure.

Mission pay is typically about 1/10th the trea-sure value of the encounters the employer expects.Treasure gathered along the way is usually fair gameas per looting rights. When treasure is unlikely or offlimits, normal pay should be higher to compensate —possibly even being the entirety of the treasure valueof the encounters. Payment for missions may begiven up front, 50/50, or after successful completion.There may be a kill fee, a guaranteed wage if themission becomes impossible. The details of a con-tract depend on the availability of work, the bargainingposition of the mercenary commanders, and manyother factors.

Regular mercenaries are of the warrior NPCclass (DMG, Chapter 4, “NPC Classes”). The vastbulk of mercenaries are comprised of 1st-level war-riors, each paid 2 sp a day. Warriors with useful orunusual talents are paid 3–4 sp a day. Cavalry, forexample, are paid 4 sp a day, and some mountedarchers are paid 5 sp daily.

Mercenary officers are usually 2nd-level war-riors or better. Core classes of 1st level fighters,rangers and other martial classes are also typicallyofficers. Warriors are paid 6 sp per day at 2nd level,plus another 3 per extra level of experience. PCclasses receive 6 sp per day at 1st level.

PC classed characters above 1st level are themercenary elite. Warriors with unusual skills mayqualify, but they are rare. Elite are not typicallyposted on a continuous basis. When they are, they

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bers. A fraternity of groomers established in the low-lands of Durrover, the Barber Guild served royalty,well-to-do merchants, and bridal parties.

Durrover has never been known for excessive fin-eries, however, and the Barbers often had to resort toother work. In time, the Barbers became a front forassassins and thieves, serving their lord in Dardale. Thegroup waned with the coming of the charduni, and wasalmost gone by the end of the Divine War.

Soon after the War, a mercenary captain namedDreorn formed a company in Dardale. He drew on hisfamily’s connections with the old Barbers to create afierce image. With badges depicting razors, and el-egantly groomed beards, the Barbers of Dardale earneda reputation for truly deadly service.

Under the leadership of Ayar Dreornson (malehuman, Ftr14, NE), the 300-odd Barbers are currentlydevoted to the defense of Durrover. Barbers are skilledin the Finishing Strike, used with lethal effect to quicklyand efficiently dispatch adversaries. When combinedwith war wizards, the Barbers can cut through an enemyforce at frightening speed.

THE CERULEAN COMPANYFormed in 144 AV, this group has its origins in the

eclectic style of its founder, Weela Sherm (female half-elf, Rog3/Ftr7, NG). A native of southern Darakeene,she honed her skills at battle from the air — relying onpotions and magical comrades for flight. Though her

skills were not unique, the fact that she trained herentire company to do likewise was. By the time hermercenary group was established, she had acquired areputation for combining magic and martial skills inunusual ways.

The Ceruleans number over 200, and each is trainedin combat while flying, invisible, or under a host of othermagical conditions. However, the overwhelming ma-jority of their time is spent like any other mercenarycompany. Guard duties and escorting caravans are themost common assignments. Members are predominantlyfirst or second level warriors, though there is an elitecadre of about 30 fighters. This group each has at leastone potion of flight ready for important battles, but thecost requires this to be a last resort. One particularlyeffective stunt of the Ceruleans uses cover, such as awall. An archer with the feat Shot on the Run flies up,fires, and then dives back down before the enemy canreact (assuming none have held actions).

Weela herself has a ring of flight and often stageselaborate stunts with her lieutenants. Her showman-ship and political efforts are needed, given the dominanceof the War Colleges. Because of the need to keep apresence in the eye of potential employers, her head-quarters are in Meliad. The group has accepted postingsall over Darakeene, and is looking to expand.

Weela has set the rates of the Cerulean Companyat three-quarters normal cost, but members do not have

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to divide their wages with those above them. Instead,she draws on her dwindling inheritance to cover theextra expenses. Whether her bid for prominence sur-vives the competition of the Legions, and otherrespectable groups, remains to be seen.

THE COMPANY OF THE HAWKIt is thought that this mercenary company had its

origins amongst the nobility of Vesh, back in the day ofthe Golden Kingdoms. There, the noble sport of hawk-ing had been refined to a near-arcane skill. With thestripping of titles brought on by the union of Vesh, manynobles had to seek out an occupation. Many becameelite mercenaries. Those with a mastery of hawkingfound their talents quite useful in a military capacity,and the Company of the Hawk was born.

With approximately 400 members, Hawks are notsuited for direct field engagements. They are consum-mate hunters however, excel at reconnaissance, and arecapable of harassing enemy forces with brief engage-ments. Durrover has commissioned most of the companyfor the past 10 years. The traditional headquarters are inthe cities Rika and Carmon, both in Vesh. With thepresent mission against Calastia, most active adminis-tration is done in Lave — with grounds in Rika servingas a repository and recruitment center.

A typical Hawk wields a longsword and dresses instudded leather. Members wear a badge depicting ahawk in flight, though this may be hidden whenstealth is needed. Speed and mobility is vital to thecompany. While hawking is the passion of the com-pany, other animals are trained and cared for as well.Many members are adept on horseback, able to chargeinto a skirmish and then ride away quickly to drawenemies into an ambush.

Hawks are elite, and they know it. Like theraptors they bond with, these mercenaries are apartfrom the world around them. Most are members ofnobility, though the bloodlines may be rather thin. Anumber of nationalities are represented, with a goodportion hailing from Darakeene and a few fromDurrover. Pride, grooming, and dedication are re-quired of every member. Most Hawks train and worktoward joining the elite ranks, as the prestige classmercenary of the Hawk (see Appendix Two), thougha small fraction focus on other duties.

Even the lowest experienced members are 3rd-level fighters; and at least a quarter of them are membersof the mercenary of the Hawk prestige class. Lead byBaron Agien of Aethis (male human, Rng5/Moh10, N),an austere blond fellow from the northwest corner ofVesh, the company is well known to allies and foe alike.

THE COMPANY OF THE PEACOCKThe Peacock Company is one of the more elite

mercenary groups in Mullis Town. Composed of Madrielworshipers, they are lead by the Veshian knight Lady

Kamali Ocheas (female human, Ftr9, NG). Wearingbreastplate and wielding longspears, they provide bothlaw enforcement and aid the city in military defense.

The Peacock Company is an example of mercenar-ies used as highly visible law enforcement. They are paidon a continuous basis, based on normal pay for theirexperience. In exchange, they enforce the peace, patrol,and act in defense of the city alongside the establishedmilitary. As they are paid reliably, the Peacocks main-tain their equipment in good working order. The elegantcentral cadre performs as an honor guard at festivals ofMadriel. Many onlookers do not even realize how formi-dable a fighting force they represent.

Recruits obviously must show a reverence forMadriel and all she stands for. The company inspires agreat passion for their work. Nearly all members arefighters, averaging 2nd level, and there are also a num-ber of Madrielite paladins. The company will pay forelite instructors to further the skills and development ofits mercenaries. Many of these instructors come fromthe Legion of Crimson and the Vigil. Some 60% of themembers are women, and the company provides one ofthe more encouraging opportunities for female warriors.

THE CROWSThis company is primarily found in and around

Mithril. A dour group of black-clad mercenaries, theCrows specialize in combating undead. With connec-tions to the underclass and enjoying official patronage,the 100 or so Crows have a dependable income.

Crows are professionals, averaging 3rd level, leadby a grim one-eyed mercenary captain Galius Jokar(male human, Ftr8/Rog6, CG). Many are fighters, but agood number of rogues, rangers, or multi-classed charac-ters are common. They wear characteristic black tunicswith a silhouette of a flying crow on the shoulders,stitched in silver thread. Armor is typically leather or achain shirt. Crows prefer knives, rapiers, or short swords,though nets and other restraints are sometimes em-ployed. Their goal is to immobilize undead and othersupernatural threats, or at least slow them down. Threewizards and a number of clerics of Hedrada and Tanilprovide vital magical support within the company.

While a bit specialized, the Crows are well knownin Mithril. Paid 12 gp a month each, enough for a poorstandard of living, the Crows guard the catacomb en-trances and ruins of the Penumbral Pentagon. In addition,Crows often investigate strange apparitions or deathsthat fall below the attention or interest of other groups.Their primary interest is in those suspicious events thatoccur near the catacomb entrances or in other unwhole-some corners of the Harbor City. Crows typically chargeabout 7 sp per day to investigate and handle suchincidents. This is about half the going rate, or about one-quarter of hazardous pay.

So long as a report seems credible, Crows willpursue the investigation even if no one is able to pay.

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Any actual discovery and destruction of a danger toMithril earns the Crows 20% of the treasure value of thethreat. This is paid by city officials, though the cost ofdivination to check on the validity of the mission isdeducted. If the Crows find items or other treasure witha recognizable source, those goods must be returned tothe proper owners.

THE GOLDEN COMPANYLocated mostly in the Termanan kingdom of Azale,

the name of these mercenaries is somewhat ironic.Azale itself is poor and unremarkable. Cheap mercenar-ies are in demand to protect isolated villages and theoccasional caravan.

The Golden Company is a band of both mercenar-ies and bandits. With fake gold chains decorating theirleather armor and the hilts of their short swords, theyhave created a reputation for working hard for little pay.The 50 Golden Mercenaries are almost all warriors,averaging second level, with four fighters and CaptainNirgus the Gray (male human, Ftr3/Rog3, CN) at theirhead. They accept half the normal wage, and do not askfor hazard pay. While others in Azale may work ascheaply, few have the Golden reputation.

The Golden Company does, in fact, work harderthan most other mercenary groups in the area. How-ever, with every fourth or fifth mission they accept,comes their own prepared trap. Another Golden Com-pany team is ready to attack at a predetermined location,

hooded to protect their identity. The ambush is stagedso that in the chaos, equipment and wagons are leftbehind. While the mercenaries take care not to kill oneanother, the battle is quite real and injuries occur. Theseenhance the verisimilitude of the encounter. Occa-sional deaths, either accidental or due to unexpected aidfrom merchants, are accepted as the cost of this business.

The staged encounters actually encourage more useof the Golden Mercenaries, as a confirmation of howdangerous travel must be. Since other mercenary groupsencounter trouble only somewhat less often than theGolden Company, no suspicion has yet been aroused.

THE GREEN TIGER COMPANYThe Green Tigers are a mercenary company in

northwestern Termana, particularly in the Padrinolaarea. This company has a scattered history dating backto the end of charduni control of the area. The lack ofstability and central authority since that time has fos-tered large numbers of mercenary companies.

The Green Tigers include a good number of rang-ers, excellent at mounting patrols around cities orcaravans. While the 200 or so members are dedicatedto their job, local passions, politics, and disputes arecommon. They have long-running disagreements, somegoing back generations, with several other companiesin the area Several of these feuds have nearly destroyedthe group in the past. Led by Harrow Ereth (male

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human, Ftr5/Rng2, CN), the group is composed half ofwarriors averaging 2nd level, with the remainder con-sisting of rangers and fighters of about 4th level. Thecompany almost exclusively works jobs entailing haz-ard pay, and their pay scale is normal. The reputationof the group is mixed, but allies and family connectionsprovide access to choice assignments. A typical mem-ber wears leather and wields a scimitar. Many also usejavelins with atl-atls.

THE INLAND GUARDA small outfit operating out of Hedrad and Lave,

the Guard mainly serves as escort protection to caravansheading through the Lake Repose region. A lot ofmerchant traffic travels by sea and the HornswytheRiver, located between Lave and Hedrad. However, thisroute has problems typical of the Blood Sea, particularlyPiscean and Foamer raids; and the Mourning Marshesoffer no safe landfalls. The passage north leads throughLake Repose and then overland to bypass the SheerFalls. This northerly path is safer, though long andinconvenient.

Still, no route is completely without peril. Raidsfrom half-orcs, bandits, and titanspawn attacks are aconstant threat though only an occasional reality. TheInland Guard, made up of 60 mercenaries, does not askfor hazard pay even in the event of one of these attacks.The guard will also facilitate customs and other legalmatters in Hedrad for those unfamiliar with its ways.Occasionally guardsmen are hired not just for militarysupport, but as guides through the region.

The Inland Guard is a disciplined but surprisinglyamiable company. Most of its members are actuallynatives of the communities around Lake Repose, andlack the dour nature characteristic of Hedradans. Whileon duty or within Hedrada however, they make a pointof observing rules and etiquette precisely. Most arewarriors, except for a few 2nd and 3rd level fighters andthe leader, Captain Rohna of Tarbridge (female human,Ftr5, LN).

LEGION OF ASHThe Legion of Ash is the most well-respected

mercenary company in all of Ghelspad. Formed fromremnant legions in and around Darakeene when theLedean Empire fell, it maintains a connection with thepast while adapting to the issues of the day. The legiondraws exclusively from graduates of the Ledean WarColleges, providing experienced and effective militarystrength at all levels. It currently numbers about 3,000skilled soldiers.

The Ashen Legion is headquartered in a sprawlingencampment just east of the city of Arboth, in Darakeene.From here, leaders oversee operations all over Ghelspad,coordinating missions, pay, and recruitment efforts.Talented youths may have their schooling at the WarColleges paid for by the legion, in exchange for service

afterward. This is beneficial for all concerned. The WarColleges, in turn, recommend the Ashen Legion totheir most promising graduates.

The Legion of Ash commands excellent rates. Acohort of the legion, around 500 men, is hired as awhole. This is suited to the military campaigns and largecontracts the legion prefers. Most contracts pay 21 spper soldier per day, adding up to about 1,050 gp per dayfor a full cohort.

Legionnaires of Ash are almost entirely fightersof 3rd level or higher, with some representation of theother PC classes. Graduates of war colleges, foundeven in the lowest ranks of the legion, would be in toppositions in almost any other military force. Indi-viduals in the Legion of Ash make 1–2 sp per daymore than usual for their experience. While hiring acohort is a somewhat expensive proposition, theprice is well worth it.

Recruits are tested to ensure loyalty and ability,then sent back into training. Students learn the codes ofthe legion and train in various large-scale exercises.Education includes classes in military science, com-mand, and other areas, expanding on the scholasticapproach of the War Colleges. After two years of furtherstudy the recruit graduates, marked across the cheeksand brow with a paste made from the ashes of AshenLegionnaires who have died in battle.

Lead by Dame Greta Botar (female human, Ftr9/Rog2, LN), Ashen Legionnaires command respect. Theirdevotion to the arts of war and avoidance of nationalismaffords them a certain idealized neutrality. They alsoprovide the ultimate expression of the Ledean WarColleges, a visible reminder of the Ledean traditions thecolleges hold dear.

See Secrets & Societies , "Legion of Ash," formore information.

LEGION OF CRIMSONFounded in 74 AV by washouts from the War

Colleges, the Legion of Crimson is the largest merce-nary group in Ghelspad at 30,000 strong. Acceptanceinto the legion is significantly easier than are the re-quirements of the Legion of Ash. Those unable orunwilling to go through the War Colleges can find anopportunity with the Crimson Legion.

While the quality of troops is lower than those ofthe Ashen Legion, Crimson Legionnaires are availablein smaller groups for a wide variety of tasks. They arealso cheaper. Units are, on average, 3rd-level warriors.And their pay of 9 sp per mercenary is much moreaffordable, particularly since employers need not hirean entire cohort.

Headquarters of the legion is an ancient manse incentral Darakeene. Crimson Legionnaires are mainlyconcentrated in the west, though units find poststhroughout Ghelspad. Mithril even stations 200 Crim-

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son Legionnaires, as support to the defenses there.Wherever they are posted the Legion of Crimsonwelcomes new recruits, sending them to Darakeene tobe trained. New soldiers are, after a probationaryperiod, placed under a mentor. The mentor offersguidance and education… in exchange for a portion ofthe recruit’s pay.

The Crimson Legion is grounded in the ways ofancient Lede, though it has developed its own customs.In one of its most notable traditions, legionnaires picka single weapon and suit of armor for their entire career.This equipment is then blessed with blood, and becomesa source of superstitious devotion to the legionnaire.

Militarily the legion focuses on light infantry,though a wide variation of styles and training makesorganization difficult. Not suited to large-scale forma-tion combat, Crimson Legionnaires perform adequatelyin guard duty or garrison posts. Even in the most chaoticbattlefields however, members are dedicated and com-port themselves with honor. The stewardship ofLord-General Malcom Degarre (male human, Ari3/Ftr10,LN) has seen prosperity and great difficulties for theLegion, including the loss of several critical battles. Thisleader has since withdrawn from the public eye, causingmorale to wane further.

See Secrets & Societies , "Legion of Crimson," formore information.

LEGION OF SABLEEvan Delisse (male human, Ari1/Ftr4, NG) formed

this group in 150 AV. Evan is a graduate of Clayborn,though he nearly washed out a few times. When facedwith the prospect of entering the Legion of Ash and yetagain climbing his way up from the bottom, he decidedto form his own legion. The 90 or so members whojoined him are primarily Clayborn students, and mostare 1st-level fighters.

Based out of Meliad, the group protects caravansand small communities in southern Darakeene. Com-petition with the Legion of Ash and more reputablegroups forces Sables to take minor jobs and postingsfrom untrustworthy clients. Still, to the untrained eye,the elegant sable-trimmed coats and expensive weaponscan seem rather impressive.

Despite the limited assignments and frequent turn-over of members, Evan has big dreams for his fledglinglegion. He is sure that some day all of Ghelspad willknow the Sable Legion, and he will have respect as amighty commander. Until that day, he carefully tendsthe organization and hides his disappointment at theapathy of members and employers alike.

THE STERLING COMPANYAfter the Titanswar, it took quite some time before

merchants would dare travel the paths and broken roadsof Ghelspad. Bands of adventurers rose to the challenge,defending small caravans and wagons as they shuttled

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vital goods between struggling communities. Titanspawnwere not the only dangers, as desperation made banditsof nearly everyone.

The Sterling Company began in the hands ofRodrigo of Urlisian — a fast-talking bandit who is eithera saint or a demon, depending on the stories. He had anopen practice of hiring bandits as mercenaries on thespot, regardless of past transgressions, so long as theycomported themselves honorably under his command.Those who could not handle the discipline were sum-marily executed.

Many claim that he fleeced villagers all throughoutcentral Ghelspad. The fact of the matter is that in thefirst 20 years of the Sterling Company, his mercenarieswere directly responsible for saving thousands of lives.Medicines, healers, seed, and many other services wouldnever have reached many regions without their aid.They were by no means the only group doing so, but hiscompany was often willing to take risks and marginaljobs others turned down.

The Sterling Company’s name describes their pu-rity of purpose. Agreements are to be honored, and inevery action and deed members of the company are toreflect well on their command. Observers often missthis, as standards of discipline and grooming have neverbeen particularly rigorous. Among the poorer cities andcommunities, however, the Sterling Company main-tains a reputation for straight dealings and doing rightby their clients.

In the present day, the company numbers 450.Bands of five to 15 members hire out to variousmerchant caravans traveling central Ghelspad. Be-tween escort jobs many find work as city guards. TheSterling Company’s headquarters have always beenlocated in Urlisian, and their work is primarily inNew Venir and northern Lageni — although they areoccasionally hired to guard intrepid caravans travel-ing north to Ontenazu.

Looked down upon by other soldiers and military inthe region, the company often attracts troublemakersand other malcontents. So long as they honor officialagreements, the leadership allows members their petgrievances. This distance from official military oftenaffords the company unique opportunities, as manyvillagers or merchants would prefer to avoid officialscrutiny of their activities.

The Sterling Company has, in the last 20 years,come under the control of the Kilharman League. TheLeague has maintained the honor and reputation, suchas it is, of the Company. While occasionally used toprotect Kilharman operations, the group is primarilyused for recruiting personnel and basic informationgathering. It is presently headed by Nikas Kardo (malehuman, Ari3/Kle5/Ftr3, CE).

(See Calastia: Throne of the Black Dragon forKilharman League envoy prestige class)

RAINDOGSOriginating long before the Titanswar, the Raindogs

were originally a single privateer crew serving Calastia.Under Captain Grinning Cres, the Raindogs soon domi-nated a few other ships and became a loose confederacyof privateers. Like the original crew, these new sailorswere marked by tattoos of a urinating dog. Upon hisretirement, Cres Majold (male human, Rog5/Ftr7, CE)decided to make something of his former connections.With an official commission, he began arranging con-tracts with various merchants for experienced sailorsand ships.

After his death, any central control was lost.However, the former crews and hirelings of GrinningCres continued a kind of brotherhood, marked by the“raining dog.”

In the present day the tattoo has become so stylizedthat it is unrecognizable, except to someone familiarwith the marks. Their numbers have grown consider-ably, and now one in 20 sailors in eastern and southernGhelspad is a Raindog.

Generally, Raindogs use their common bond muchlike a club membership, and it is often linked to familylines. Raindog crews hire other Raindogs. Retired ship-captains who have become merchants hire out Raindogships exclusively, and members will help each other outin times of trouble.

Membership as a Raindog is not solely signified bythe tattoo, which can certainly be duplicated. Raindogsentering a new area often need to be vouched for by alocal, someone who knows the visitor or their family.There are also rituals and handsigns that help identify aproper member.

Raindog mercenary bands of sailors and marinesdot the coast, passing on news and prospective employ-ment. Like many military-oriented sailors, Raindogs area rough, argumentative, and cutthroat bunch. To thosethey consider friends, however, they are fiercely loyal.

THE WARDOGSThis company is a good example of the sort of

informal law that many cities utilize. A tough band offighters and rogues — they work the docks of Mithril,keeping the peace in covert groups of two or three.While their justice generally involves breaking up troubleand shaking down criminals, the city benefits from notrisking any valued members of the military.

Enforcement groups are watched over by city offi-cials. Some nations will encourage oppression ofundesirables, while others carefully limit the power ofmercenary watchmen. Many of these bands, includingthe Wardogs, are only a degree or two away from beingcriminals themselves. Such groups must establish goodrelations with those in power, either through bribes orby maintaining a favorable reputation.

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The Wardogs, and similar groups, will sometimes takepayments to ensure certain buildings or areas are watched.This relies on a degree of trust. Some companies simply won’twatch high profile areas without being paid. Less savory groupsmay make it known that they are not watching certain areasat certain times, thus facilitating and possibly benefiting fromcriminal enterprises.

Lead by commander Davius the Mastiff (male human,Ftr13, CN), the Wardogs consists of CG and CN characters,averaging 5th level. Friends and associates of current membersmay be inducted into the group, with the member providingassurances to the recruit’s reliability. Any training is ratherinformal, though the Wardogs are all expected to hone theirabilities.

ZAHUISHELEThe unpleasant capture of humans to maintain the

Termanan elven population has developed its own industry.A large number of mercenary groups, some consisting of half-elves or even humans, serve in this capacity. One of the moresuccessful is the Zahuishele, or “Reviving Wind.”

Numbering in the thousands, the majority of its membersare elves. They serve as regular mercenaries for whateverneighboring human nations will have them. In exchange,they ask for slaves. In many cases, down and out humanvillages and regions are more than happy to give away some of

ESTABLISHING A MERCENARY COMPANYThe easiest way to establish a mercenary company is

to hire mercenaries yourself. Such hirelings are not loyal ofcourse, unless they are paid reliably. Each week they are notpaid, NPC attitude drops by one. Past Hostile, hirelingsvacate. In hazardous conditions, the drop is one step per 3days. To improve morale, a NPC attitude check can beattempted after any drop. This improvement can onlycorrect for the drop, however (see PHB, Chapter 4,“Influencing NPC Attitudes”). It is possible to have severalgroups of hirelings with different attitudes, depending onwhich have been paid. Once pay resumes, hirelings willnever improve in morale until they receive back pay —though this is the province of the GM. Possible problemsinclude selling information to enemies or poor perfor-mance in the field.

A more reliable way to form a mercenary group isthrough Leadership and followers (see DMG, Chapter 4,“Leadership”). Followers and cohorts will remain loyaleven when unpaid. A leader who pockets the money anddoes not pay his men, however, will at the least loose anyreputation for fairness or generosity. Continued lack ofpayment may earn a –1 or –2 penalty on the Leadership

score for failure and cruelty. Followers lost due to a drop ofleadership points may be retained as hirelings. They willhave lost faith in the character, however, and will only fightso long as they are paid.

Followers need at least 5 sp a week to maintain theirbasic self-sufficiency. Any less than this means equipmentand armor will be in disrepair. It may be hard to findemployers interested in hiring such unsavory-lookingmercenaries. Normal mercenary pay, on the other hand,will ensure that equipment remains functional. Cohorts,unlike followers, are more likely to support themselves withtreasure gained with the party.

Followers may be experts. This is particularly useful inthe case of logistics experts, merchants, craftsmen, porters,and other occupations the company may find useful,particularly as it expands in size.

Companies intending to work with an adventuringparty are best filled with experts and relegated to limitedsupport roles. Companies can also be set up to handlesimple tasks, either as an information network or to servein a traditional mercenary post. Putting a company to workcan generate a small income for a leader as well.

their own. It means one less mouth to feed, and the Zahuishelearen’t always that picky. Faced with the choice of titanspawnrampaging unchecked by disinterested local authorities, orsending away their children to grow up amongst the mysteri-ous elves, it is an easy decision for many.

The Zahuishele are cautious with their missions, neverrisking their lives if at all possible. Yet they still provide avaluable service, as there are many risks to commoners that arelittle trouble to highly trained fighters.

Besides their paid mercenary work, Zahuishele serve toorganize and protect the transport of humans to elven lands.Unfortunately, they are also used to transport kidnappedhumans in addition to their legally owned slaves. Because ofthis, the group often has to travel covertly to potential jobs.Though they make a point of never kidnapping victimsthemselves, this distinction is irrelevant to most humans. Inmany kingdoms, the elves are watched carefully. Any sus-pected Zahuishele are detained, whenever possible, to scrutinizetheir papers and verify the identity of their slaves.

Zahuishele have diverse styles of combat, depend-ing on their origins. Archers and knights are common,hailing from Sylavael. Service is sometimes seen as basictraining for the more important battles against thecharduni. Under the leadership of Aeowun (femaleforsaken elf, Ftr13, NE), the company has enduredattacks and the shifting tides of elven politics.

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THE VIEW FROMTHE NORTHWEST

These are the words of Thuron, son of Walsinthe Wise, the Seer Outside the Court, who travelsthe Albadian wilderness to teach those appointedto lead.

You must always be aware of what youknow and why you know it. What you haveseen yourself is not the same as what yoursword brethren tell you, nor what the spiritsconfide to you when you command them, norwhat ghosts and titanspawn tell you for theirown reasons. Remember that every story has aprice, and consider what you are paying by thenature of your response to each storyteller.

This is the true history of the world, whichI tell to you — those who will be its true kings.Emperors and princes believe that their thrones

and crowns testify to real kingship, but in thisthey are mistaken. The only test of kingship ispower itself: when you wish a man dead, hedies, and when you wish a thing done, it isdone. This is the power which the thousandgreat spirits give to you, and which I will teachyou how to use. When the time is right, youwill ride forth and pull down the pretenders,showing them how useful the throne and crownare in the face of the great sword and the purewrath of one who knows himself and every-thing around him for what they are. You arethe appointed ones, the ones to lead the resttoward what you see that they cannot.

You may wonder who I am to speak to youof seeing. You look at my face and see the holeswhere my eyes once were. Yes, you, Ventris —with that tilt of your head to get a new angleon an unfamiliar scene. Seeing does not beginwith the eye. Seeing begins with everything

Disavow yourself of the idea that those tribesmen are savages andprimitives. Do you think they are merely unaware of the advances ofcivilization in this world? Nay, they have chosen the life they live. There ismore to their creed than bloodshed and rapine, I can assure you. Their furyis simply all they would share with outsiders.

— from the public address of General Aubericus, before the clash of theLedean Legions with the gathered might of the Albadian tribesmen

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that is, and with a soul that is prepared toaccept the truth. Unlike you, I cannot closemy eyes to hide from unpleasantness. My du-ties do not permit me the comfort of self-deceitor ignorance.

When we are through, you too will be pre-pared to live honestly — that is, if you survive.

THE FIRST THINGSYou must know that everything ends. This

is the first of the truths that the emperors andprinces seek to deny, thinking that they canbuild a wall as protection from the enemieswithout or enact a law to prevent the revolt ofthose enemies within. They are fools. Theybuild a wall or a law and say to each other,“Look! It has stood a year! A century! A mil-lennium!”

The mountains have stood for many thou-sands of thousands of years, and they still perishin erosion and earthquakes. The seas havestormed for thousands of thousands of years,and they are destroyed when new lands risefrom beneath them. Whole species of plantsand animals wither away, their very spiritspassing into death to be seen no more. What,then, is the work of our hands worth? Whatpermanence or pride should our creations bringus? Yes; your silence is a fitting answer.

The second truth, that our would-be rivalsdeny, is that everything ends in batt le . There isnothing in the world that does not yearn to bemore than it is now and have more than it doesnow. And there is nothing that will not takeeverything it can. Grasses kill streams andlakes, turning them into meadows; trees growup to shadow and kill meadows; water comesagain and kills forests, f looding them intoswamps and rivers. Everything fights until itslast breath and then dies, and its bones go intothe ground. The bones of the ground itself goup in smoke and down into the sea.

This is where everything begins: in themidst of the bones of old enemies.

Thurus, you are about to ask, “But wheredid the first thing come from, before therewere any bones? And what about the thingsfurthest from the heart of the world on whichwe sit, where there have not yet been anybones?” I know it, because I held myself justthat way when I was about to ask my teacherthe same question. And I tell you what he toldme: There is no start of the sort you imagine,because each cycle of the world leaves behindits bones, and the cycles are eternal. The sameis true about the edges of the world. The earthrises up to meet you wherever you go and the

sky reaches down to cover you. Wherever youhave been, the sky and earth have waited foryou; and wherever there is substance of anysort, there are the bones waiting patiently foryou to join them.

So it makes no sense to ask what camebefore anything else. I can tell by your fidget-ing that you are all disappointed. But I didn’tsay I was finished. There is another question toask. “What are the first things we can knowabout?” The answer to that is simple: We canknow about the titans. These great beingsshaped our world and shaped us. A series ofepochs passed, in which one or another of thetitans was most active and led the rest. Civi-lized people tie themselves up in knots aboutthe order of the epochs, but in truth it scarcelymatters. Each of them had their turn, and thingshappened in each epoch.

THE TITANS AND THEIR LEGACIESPampered courtiers, who peer at us from a

distance and scribble down their guesses tosend to each other, like to accuse us of wor-shipping the titans. This only shows how littlethey know. We do not worship the titans be-cause — yes, Ventris, that is correct. We donot worship the titans because they lost. Wedepose chieftains and warlords who lead usinto defeat, and we are no more foolhardy withour worship.

Unlike the courtiers, however, we remem-ber our debts. Each of the titans gave somethingto us and to the rest of the world, and weacknowledge these legacies in our rites.

Without Kadum’s mighty work, there wouldbe no land for us to ride across, nor would wehave his rage that lends us strength in battle.Without Gormoth’s manifold labors , therewould be no animals for us to eat or plants onw h i c h o u r h e r d s c o u l d g r a z e . W i t h o u tGolthain’s experiments, there would be notitanspawn to test our strengths. WithoutGolthagga’s invention, we would not have themetals that furnish us with both strong bladesand ornaments to commemorate our victories.Without Chern’s trials, there would be no dis-eases to purge the weak and strengthen thesurvivors. Without Gaurak’s al l-consuminghunger, we would not have empty spaces wherethe inhabitants have all perished, to claim forour own. Without Mormo’s sustaining love forher serpentine children, we would not havethe venoms which coat our weapons and poi-son our foes. Without Lethene’s power, therewould be no storms to make our weak enemiescower and to cover our approach. Without

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Gulaben’s command of ice and snow, softeningtemperate lands would cover the earth andciv i l i za t ion would dominate a l l . WithoutThulkas’s fires within the earth, there wouldbe no mighty forges and no mines filled withriches to be brought up from deep beneath theground. Without Hrinruuk’s lore, we wouldnot have the arts of hunting and stalking.Without Mesos and his gifts of cunning in-sight, we would not have the magic that sustainsus and allows us to commune with the spiritsand our ancestors. And without Denev’s ex-ample, we would not truly understand thecreative power of treachery nor the martialadvantages of deceit.

All these things we honor, even as weknow the titans for what they are — not wor-thy of our submission.

As a young man, I traveled far and wide,even as you will, and in the distant city ofLokil I spoke long with a librarian who wishedto know what I tell you now. Of course I didnot reveal our secrets to him, or at least did soonly in part, and in the end he told me morethan I to ld h im. He s a id tha t w i th theascendance of the gods, the endless cycle ofexistence had been fatally broken and thatnothing could come but doom unless the godswere overthrown. I laughed at him. What afool he was, to dream that the gods had neverbeen part of the cycle before. It takes morethan gods to change the nature of things, as heclaimed. No, the cycle is alive and well, and intime the gods’ bones will mingle with those ofthe titans to nourish lives we cannot evenenvision.

EMPIRES THAT FELLBEFORE THE TITANS

As each of you travels outside our home-land, you will inevitably hear jealous andfearful city-dwellers describe us as a parasite ordisease. You must of course chastise them fortheir lack of respect, but there is some truth towhat they say. I told you before that it is thefate of all things to die in battle, whether theyrealize the sort of conflict that destroys themor not. Whenever a civilization grows too great,we grow great in response, until we can pull itdown. By “we” I do not, of course, mean thatthroughout history there have been the Tribesof the High Snows to punish the unwarrantedpride of others. I mean peoples like us, nomadsand warriors, free of the weaknesses of civiliza-tion and able to move against it.

Once again, you must know what you knowand why. Each of you has felt the stirrings of

the ancestors within, whispering that you areappointed to conquer, that your foes will allfall to your blade. Your ancestors speak truththere. But don’t they also tell boastful stories— just like you do. How can you tell whethertheir claims regarding the past are all entirelytruthful and without distortion? Do you knowa single living soul who consistently refrainsfrom self-glorification? And do you think thedead are any freer of passion and ambition?You must always listen with respect to whatyour ancestors tell you, but you should alsoremember to test their words as you would theclaims of anyone else.

With that in mind, let us speak of the fallof kingdoms and empires. The greatest gloriesof the tribes always begin in response to thegreatest of the civilized kingdoms. The richer,more numerous, better armed and more com-petent ly commanded our adver sa r ie s , thesweeter the taste of our victories. It’s just notpossible to achieve glory against base, unwor-t h y o p p o n e n t s . F o r t u n a t e l y , h i s t o r y h a sprovided our ancestors with many opportuni-ties to face suitable foes.

It is terribly convenient that the greatestfeats of heroism told in our stories are the onesmost distant in the past: hardest to confirm,most subject to distortion. You may thus be-lieve as much or as little as you like of whattradit ion and our ancestors say about theDragon Kingdoms. Give the tellers of thesetales the respect you would to your reveredgrandfather when he wishes to reminisce aboutpast glories, and take the stories to show atleast the sort of courage and intelligence wehonor — whether or not the facts are true. Theserpent people have their own account of thesetimes. If your curiosity for the truth so propelsyou, take up the matter with them. Likewisewith the Dwarven Imperium, the short folklove to spin tales about the Empire of theAncients. But I will tell you what you reallyneed to hear, regarding this part of our history:what you cannot know about, ought not oc-cupy your attention much.

We can say more about the Asaatth Em-pire, the kingdom of the serpentfolk. Theyonce had a great civilization indeed, whoseruins we still find scattered hither and yonacross the continent. As you know, snakes liketheir weather warm and wet, and yet they flour-ished in places that no snake would choosenow. Asaatthi are nothing if not clever, andthey built shelters for themselves to keep thetemperature and moisture to their liking. Ofcourse this made them vulnerable. Some sages

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say that the asaatthi rose to power with thebeginning of the Epoch of Mormo, and fellwhen it was Lethene’s turn to rule the worldfor an age. If that were true, it would accountfor some of our own glories. Lethene unleashedthe northern storms, and of course we are thehuman embodiment of those forces: resilientand deadly, capable of striking like the light-ning and causing our enemies to tremble withthe thunder of our approach. Certainly theAsaatth Empire collapsed first in the north,where we are now, and only gradually unrav-eled in the south, where we prefer not to go.

There were more of us then, of course,though even at our most numerous we did notfield huge armies. We strike, as I said, likelightning rather than like a landslide. Becausewe do not travel in orderly clumps — easilynoticed and attacked — but in loose, fast-moving groups, our enemies gain no clear ideaof our true numbers. They guess too few or toomany, and react accordingly. We do nothingto relieve them of their misunderstandings, fortruth itself is a potent weapon in war. Theymay underestimate our numbers, only to fall insurprise as we strike from all directions. Theymay overestimate our number and expend theirown forces far and wide, only to fall as we slipin and strike at the heart of their leadership.Our glorious ancestors surely used similar tac-

tics against the serpentfolk. For, given howeasy it is to fool people of our own race, it musthave been that much easier for our forebears tofool the snakes.

Not that we did or could have destroyedthe Asaatth Empire alone. Just as the leadhunter sets the example and inspires others tojoin in when it’s time to kill a great beast, so itwas when we went to war against the king-doms. Others who lacked our courage saw usfight, and they saw that it was possible to win.It was then that even the timid southernerspicked up the spear and blade, and joined inthe battle. In the south, where asaatthi clunglongest to their empire, it ’s possible that ourancestors provided leaders and advisors, whileothers filled the ranks of the armies whichswarmed into the doomed cities. Since it wouldnot have happened without us, we quite prop-erly take the credit for it.

The slarecians… now that’s a complicatedmatter. You will learn as you travel that every-one present at the time claims a crucial role inthe overthrow of that ancient subterraneanrace. Ask one of the keepers in the houses ofbooks, if you care to, and you can read that thetitans destroyed the slarecians. Or that thegods were re spons ib le . Or the remain ingasaatthi (generally at the cost of their owndestruction, depending on whose tale it is). Or

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the titanspawn. Or former servitors of theslarecians, the practitioners of cryptic magicalarts. Or each and every petty little tribe thatever was. I ’ve even heard that they were de-stroyed by monsters, or still stranger things:that god-obsessed librarian in Lokil solemnlyassured me that every last slarecian was de-stroyed by a single artifact of their own making,a floating mechanical eye surrounded by float-ing crystal shards.

All of which is to say that we don’t knowwho mattered when it came time for the bonesof the slarecians to take their place in theearth. There is a gap in the lore of our peopleduring the centuries of slarecian tyranny. Noancestor of our tribes speaks of it to us, and wedo not appear in the chronicles of others. Ithink it most likely that we were enslaved bythe slarecian powers of the mind and liberatedin the course of a revolt initiated by others.None of us knows what really happened, andthat is the only truth you will find on thematter.

The tale of our encounters with the Empireof Lede and the dwarvish charduni is simplerin the telling, and much more enjoyable. Theseself-styled “emperors” never conquered ourlands. We flourished throughout the lives oftheir empires, raiding, looting and having ourway with the subjects they’d so convenientlycowed for us. There is nothing in the worldquite so delightful as an enemy who presents auseful challenge while remaining determinedlyinferior to you. The Ledeans and chardunialways underestimated us, or at least their su-p r e m e c o m m a n d e r s d i d . S o t h e y n e v e rcommitted quite the forces necessary to actu-ally win meaningful victories against us. We,on the other hand, could take very nearly any-thing we wanted from their northern marchesand be gone back to our beloved homes beforethe armies even knew anything was wrong.

Students, I tell you truly that the greatesthappiness is a rich empire with its capital farfrom you.

I could speak at much greater lengths aboutthose glorious times, but much of what I wouldsay is properly the domain of battlefield strat-egy and tactics rather than history. All in dueseason. For now, I will speak to you of the fallof these empires. The matter is complex ineach case, and we must share the credit some-what with others. You will, as you travel, hearscholars sincerely teach that internal corrup-tion and decadence toppled the Ledeans andthat the Titanswar felled the charduni. Do notlet them rob your ancestors of their rightful

glory. Yes, the Ledeans came under the rule ofa whole series of incompetent emperors andworse generals. But who do you think it waswho slaughtered the fit leaders on the field ofbattle? Likewise, the scholars greatly overstatethe stability of the Charduni Empire in thefinal years before the Titanswar. We wonbattles that no one except we ourselves andthe ghosts of the fallen charduni now recall.

THE TITANSWARWhat I told you about the fall of the em-

pires, about it being a complicated matter, iseven more true regarding the fall of the titans.Who can truly say, “I sat in the councils of thetitans and the gods, and know what they de-cided, when and why?” Yes, we tell each otherstories: Denev said such a thing one autumnday, Mesos said another while balancing on amountaintop. I know that none of my ances-tors were numbered among the deities, and tothe best of my knowledge none of yours were,either. And we are here concerned with whatwe may actually know, rather than what wemay guess at or hope for or wish. Leave thefables for your enemies, that they may distractthemselves while you approach to slit theirthroats.

Above all, what you must know is that wedied in tremendous numbers in the titanswar.Your ancestors do drift away with time, unlesssomething very strong binds them here, butthat is not the only reason you are surroundedby so many spirits from the relatively recentpast. Terrible things, such as we have neverseen before or since, fell upon us. The skyopened to pelt down rocks, and strange fumeswith minds of their own rose out of the earth.The water burned and the fire flowed like wa-ter. As the elements betrayed themselves, sodid the rest of the world. The seasons did notfollow in proper order or pace, so that ourherds became confused and then starved whenthe grasses could not grow. Little consolationit was to any of us that our enemies sufferedjust as greatly. What good did it do to knowthat others were perishing when we couldn’tride to pillage their tombs and crypts?

Several of you wondered why it was thatmy guards slew your comrade, Jaryn, who spokeof riding to challenge the gods on their thrones.I tell you now: It is a terrible thing to rouse thegods. We propitiate them with our rites — notbecause we love them, but because we wishthem to be satisfied and stay far away. Theirthrones are not like those of the fops andcourtiers of Calastia or Vesh. They are beyond

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us and always will be. None of our ancestorsever rose to become a god. You won’t, either.Appease them and get on with your life, andkeep your eyes on the horizon rather than theheavens.

RECENT TIMESThese are challenging times for us. While

of course the folk of the Albadian cities can-n o t c o m p a r e i n s t r e n g t h o r g l o r y ( o rcompetence, for that matter) to the great em-pires we have challenged successfully in thepast, they have two advantages. They are hererather than thousands of miles away. And, asour cousins, they know the land nearly as wellas we do, despite the blindness that city lifealways causes. In addition, while civilizationtakes a terrible toll on the soul, it surely excelsat creating the conditions needed to produce aplethora of offspring. As free travelers of theland, we simply can’t support the sort of popu-lat ion that they can. It wil l therefore benecessary for us to kill and subjugate thembefore they can do the same to us.

The city dwellers believe that we havealready chosen a replacement for treacherous,unworthy King Thalos. You must do nothingto disabuse them of this view. In truth, it willbe one of you who is confirmed as king at theGreat Council, when you have grown in stat-ure and proven your worth in battle. That issome years away yet. In the meantime, you willtest yourselves and each other with challengesof ever-greater difficulty and complexity, sothat when it is time, it will be clear whom thespirits have appointed.

THE VIEW FROMTHE SOUTHWEST

These are the words of Nataiel the Scarred,the l imping teacher.

Everything worth having, or being, is hid-den away from us. The finding of those hiddenthings is what I shall teach to you. You alreadyknow not to trust your eyes, which are de-ceived by the sun’s g lare and the night ’ sdarkness alike. When we are done with yourlessons, you will know the time to trust each ofyour senses and the time to doubt, the time tolisten to your heart and the time to reject itsfeelings. You have been put on this land tosearch out the veiled truths, and lift the shroud.These things you will do, and they will bringhonor to your family and glory to your tribe.

THE WELLSPRINGS OF THE PASTWe have never lived in a friendly land.

Our very identity, reflected in the originalmeaning of our name, is “those who leave thewater.” The path that is ours to walk does notlead to a land of plenty, with cooling rainsfalling on lush crops. But do not regret thecourse that our people travel, for it has shownus much. It is our distinctive gift to see thepromise in what others dismiss, and we ulti-mately turn their carelessness against them.Centuries ago, the Ukrudan Desert was smallerthan it is today, and less blighted. It was none-theless a formidable obstacle that few willinglycrossed. Your first ancestors were people of theeastern lands who heard the desert calling,promising them strength if they would serve it.So they left their comfortable existence be-hind, and their old names, and became the“people who are not seen.” For many genera-t ions they honed the i r sk i l l s aga ins t theharshness of the Ukrudan, and with time thehot sands wore away that which covered thewarrior within. Thus, the promise of the desertwas fulfilled.

Without those many lives’ worth of prac-tice, we would undoubtedly have perished inthe depths of the titanswar — when the mon-ster Thulkas fled from his enemies to the east.Like a spoiled child shouting for want of sometoy, he unleashed his power and cursed all thelands around the old desert for failing to hidehim from the consequences of accruing so manyenemies. The desert screamed, but sand andscrub are no match for a petulant tyrant of fire,and countless groves died to soothe his passionthat day. In time he went on about his way, andpassed out of the story of this land, into thestory of the world beyond. What mattered to usis that we found ourselves trapped in a sud-denly ravished landscape, and many of us didnot survive. This is why there are so manyghosts from that time, because the titan choseto take out his frustrations on us and our homes.Never forget this and never forgive it.

Some of us did survive, of course, and grewtougher; just as the plants and animals learnedto adapt, so did we. The first cactus grew then,with the thicker hide needed to flourish in adrier place. The broad-footed lizard, whichcan skim across the dunes so fast you think itflies, came into being then. And we the peopleof the Ukrudan desert were born then as well.We gave up the horses, which had served uswell in the past, in favor of the camel — thatsullen, powerful, intelligent, demanding beastwhich shows us the virtue of stamina. Our

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skins darkened. We learned to weave moretightly, to make the first of the great cloaksand robes such as you wear today. We im-proved in thriftiness and foresight. Thus didThulkas bring forth his own nemesis.

We now carry only two legacies of the timebefore the coming of Thulkas. The time beforewe were forced to become what we are now.Along with the many new songs we sing toeach other, as we ride to battle and on all theother occasions for song, we continue to singsome of the ballads of old. You already knowthe marching song that our founders made upas they crossed the Broadreach River, and therefrain:

We turn to the westWe turn to the desertWe turn away from what has been.That is the oldest song of our people. In

time, you will learn others, which speak of theworld as it was before the titanswar. Thesesongs are our past, learn them well. The otherlegacy of your ancestors is the white scarf,which you will receive when your fathers aresatisfied that I have taught you what you mustknow. You see mine, its fineness and strengthwhen compared to the ones you’ve used asgrowing children. This art originated in theoasis that is now Second White Rock. Butalthough the settlement perished, the lore re-

mains, and you see how I arrange it to protectmyself from even the harshest storm. Thesegifts of the past are to be valued, for they areours alone.

THE GREATER DESERTWe almost perished as soon as we had been

born as the tribes we are today. It was, ofcourse, the fault of the sorcerers. The mothersof our people say that arcane powers keep aman from maturing properly, locking him intothe outlook of a greedy child who does not yetrealize he must respect the persons and claimsof others. I think they have the truth of it. Justas a child may be wise and courteous, so toomay a wizard or a sorcerer be prudent anduseful in the service of his tribe — but inneither case would you really want to stake anysignificant wager on it.

No, I do not refer to the Speakers of Fire,littling. Imagine if you will a foolish sorcererwho, rather than seeking communion with theFlames of Land and Sky, instead tries to masterdark secrets that properly belong in the pits ofthe earth, where only dwarves go. No, I speakof the Black Sorcerers.

There are no survivors of the Black Sorcer-ers, and few of their spirits linger except astormented things bound into suitably humili-a t ing f e t i shes . Nor do the dwarves , whomarched to slaughter them, tell us their sto-

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ries. So here I must speak of likelihoods ratherthan certainties. The damned fools somehowstole some of the dwarves’ carving magic, Iknow not how or (for that matter) why. Wouldany of you wake up one morning and think, “Iwant to steal the magic of dwarves?”

You have more sense already.Alas for us all, the Black Sorcerers did not

heed that little voice of self-scrutiny. Not onlydid they take the dwarves’ magic, but they usedit against the dwarves’ own allies and even thedwarves themselves. Of course the dwarves no-ticed. They mustered their armies, withdrawingfrom the field of battle against the titanspawn,to make war against us. They did their job verywell, too. Though they lacked the concen-trated power of Thulkas in his rage, theyslaughtered our people in almost the same num-bers as the titan had himself. Even the desertsuffered, as vast numbers of dwarven soldiersmarched back and forth, draining dry oasesand stripping all plant life in their path asfodder.

Only the strongest and luckiest of us sur-vived that second tragedy, sheltering in smallbands around hidden oases, in caves, in thesharp rocky outcroppings deep among thedunes. When the survivors encountered any ofthe sorcerers, our people slaughtered them our-selves and left the corpses for the dwarves tofind. Eventually they were convinced that theirrevenge was complete, and they marched off towhatever else it is that they wished to do withtheir armies. We were then able to get on withthe work of living in our new desert.

THE DESERT IN THIS DAYSo here we are today. We can never com-

pete with the city-dwellers for sheer numbers.So we must take full advantage of the strengthsthat we, as people of the tribes, have over ouradversaries. Foremost among these is our cun-ning: the ability to see the truth oneself and tohide it from others. Truth is a precious coin,one that should never be thrown away whenlesser words may serve. Our existence is full ofdifficulties and complications, of which we donot speak to outsiders. That knowledge wouldprofit them and not us. It is always best forothers to regard us as the masters of our desert,so that they fear us whenever they are near.The truth is, regrettably, more complicatedthan that.

The deepest recesses of the desert shouldbe ours, for therein lay the best sanctuariesand most private oases. But they remain out ofreach as yet. Long before our founders rode out

of the east, the serpentfolk claimed that land,and one city of theirs still stands in the desertplains. Legends claim it is one of their great-est, though they call it the “lost city.” I do notknow the name of the place in their whisperingtongue; we call it simply the asaatth city. Itsname matters not — it is the city itself youshould know of. The asaatth city is a strangeand terrible place, which we regard much thesame as we wish others to regard us: a thing fullof dangers, which one chooses not to approach.The damned snakes shouldn’t be alive there atall, not in this titan-born dryness. The asaatthare known for their many magics, and it iscertain they relied upon them to endure pasthardships and even to the present. As nearly aswe can tell , they came through the entiretitanswar without any damage at all. And braveas we are, I do not think we can inflict harmwhere the creators of the world did not.

Nor are the snakes our only enemies .R a t m e n , a n d h a l f - h u m a n a b o m i n a t i o n sThulkas created in his pique, also roam theinterior. These we can fight, but it’s unreward-ing. They are damnably tough and persistent,and they have little to offer us when we do killthem. Instead, we skirmish against them ifthey get to close, but leave them territory alltheir own.

The rest of the desert, now, that does be-long to us. We maintain a handful of tradingcenters, like Akrud and Dunael, to take advan-tage of those who wish our wares or wish us towant theirs. Across the rest of the width andbreadth of the Ukdrudan, we roam freely —giving the appropriate service to the gods andspirits, but paying tribute to no others.

THE VIEWFROM THE EAST

These are the words of Gereshan the Younger,Tribe-mother to the Rusting Blade People.

Only one thing happens to all living be-ings: they die. The entire history of the worldmay be seen as a struggle between those whowould deny this reality, hiding it behind plushsurroundings and polite conversation, andthose who insist on facing truth, We standwith those who recognize that death is ourdestiny, and we spend out lives understandingand responding to this one certainty.

The land here is tough. Death is ever-present: from a fall into a crevasse, from ageyser or earthquake, from a predator smarteror faster than you. Elsewhere, soft people go

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days on end without seeing a corpse lying rot-ting or desiccated beneath the sun, withoutfinding the mound of half-gnawed bones leftbehind where their friend was devoured, with-out discovering another ancestor’s grave lootedof all its protective charms. How unfortunateare these people! They are doomed to a painfulawakening, for none can escape the one truth,and it will be all the worse for them becausethey are unprepared. So, while our souls willpass into a new land and dominate as theychoose, those others are condemned to an af-terlife of misery and subjugation.

But of course, we are not a people who sitaround thinking useless thoughts and waitingfor the afterlife. There is too much to occupyus. Nobody ever rules the Blood Steppes forvery long. As long as there has been history,there have been fierce conflicts for mastery ofthis land. Sometimes the giants hold the upperhand, sometimes the spider creatures in thevast caves, sometimes the bat-devils and othermonsters, sometimes humanity. Most often no-body rules more than their own tribe. At anygiven time there are half a dozen overbearingfools all claiming to be High Queen or King ofKings or whatever title came to them in adream, but the rest of us get on with the busi-ness of death. How much history is there here,you ask. How much time do you have? I can

recite the chronicles of four hundred distinctdynasties, most of which consisted of a singleruler, and I am by no means the most experi-enced lore-speaker of our people.

Not, of course, that I would tell you all Iknow. You think you are prepared to hear thetale of the first thing to scream from the depthsof the Cleft of Madness, and when and why itfirst began to scream? You have not killed anenemy and lain with his corpse for three nights,so you do not yet deserve nor are you preparedto know. So it is with a great many otherstories you would hear. Truth comes at a greatprice, for you must hack away all capacity fordeception within yourself as you would in-fected flesh. You will not hear the tale of whythe bat-devils nest in the Blood Fang until youhave buried both your parents, and you willnot hear the story of the last time they gath-ered there until one of your brothers has alsogone into the ground. Only a mother who haskilled one of her daughters outside the heat ofpassion may know where and why the slitherenrat folk are strongest in this land. It is painthat prepares the heart.

But here you are now, your arms and thighsstill wet with the blood from your first self-scarring, and you have earned some stories.Those, I will tell to you.

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COMING TO BLOODThe first people to come to the Blood

Steppes were not as tough as their successors.Some were human, some slitheren, but all wereexiles from the Asaatth Empire that then domi-nated most of the continent. The kingly snakesdid not care for this harsh land and did notpursue dissenters and rogues who came thisway. In their foolishness, the asaatth com-manders thought that the land would do all thekilling for them.

It did not. Instead, it merely culled theherds of ex-slaves, leaving behind the stron-gest and most dedicated. Generation aftergeneration this continued, until your prede-cessors struck the blow that hamstrung theempire and led to its final collapse. Others liketo claim that they started it all, and we gener-ally let them, knowing that we will have all ofeternity to make their ghosts confront thetruth.

Our ancestors had realized their strength,and that realization came power. Against theLedean dynasties, they held their own andthen some — engaging in a continual cycle ofattack and retreat. Our people were never quiteas fortunate as they had been with the asaatthi,as the Ledean kings had the unfortunate habitof collapsing before we could go kill themourselves. But we did our part to make theirlives as unpleasant as possible. In the finaldynasties, “patrolling the Blood Steppe bor-ders” was nearly synonymous with “dying infear and pain far from home,” an achievementwe remain proud of to this day.

Our lowest moment was the reign of theCharduni Empire. The damnable dwarves wereas tough as we, in their own way, yet were morenumerous and better equipped. For a dozengenerations they held all this land in an ironfist, and we were once again serfs. Where canyou flee, when the place you flee to is so ter-rible that it too becomes a prison? We suffered,and endured, and hoped beyond hope, thatsomething would happen to change it all.

And, of course, since nothing endures butdeath, something did come along.

THE TITANSWARThe epic struggle of the gods and titans set

us free. The charduni saw the fearsome battlesraging here and began to retreat. A trickle atfirst, then a full flood of them swept on out ofthe steppes into lands where others were onlytoo glad to slaughter them. For our part, wereveled in the unprecedented death. Not one

but two titans perished here, and we honorthem, their killers, and the legacy of death.

The first to perish was Thulkas. He hadhidden in the depths here, but Corean pulledhim out of the earth, forged him into the formof an ar row, and shot him into the sun.Thulkas’s lower torso and legs remained in theground, and his blood, which is metal of allkinds, poured out. Ever since then we have notlacked for weapons — and not just good ones,but the very finest. We glory in taking theblood of the dead titan into battle with us, forsurely it is fitting that his blood draws forththe fresh blood of our enemies.

The second titan to die here was Gormoth,pinioned and carved into pieces by Vangal andChardun and then spread so far apart that noteven he could reform. The intelligence andviciousness of the act are directly responsiblefor the popularity of Vangal in particular inthese parts. It’s true that he’s a god and there-fore new to the world when compared to thetitans, and we give special honor to what en-dures. But he is after all the eldest of the gods,created by a union among titans of a sort theynever engaged in again; and who can help butadmire his zealousness in the pursuit of death?Others fear him and try to keep him at bay. Wewelcome him into our midst and seek to emu-late his example. Indeed, some of you may seehim as he goes about his work — which is ourwork, too — in the best of times.

Our lives have been relatively quiet sincethe glories of those days. We do not lack forworthy opponents, certainly. New strangershave come among us, of all races, and there’salways the challenge of slaughtering them.Careless travelers perpetually come along, forus to raid and loot. But we lack a grand cause.Perhaps it will be your fortune to find one.

THE VIEW FROMTHE NORTHEAST

These are the words of Vikriki l, Keeper of theEyes.

The pain will pass. I could give you thehealing herbs now, but then you wouldn’t learnhalf the lesson. You can endure the loss of oneof your eyes and remain an effective and usefulmember of our tribe. Medicine in the midst ofa holy ceremony is for the soft races; as an orc,you must be strong.

After all, you are not the first to havemade this sacrifice. You see that each of theseglass balls holds an eye much like yours. Mine

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is among them, and so is my mentor’s, and hismentor’s, and back for eight generations. Yourswill take its place when it has been properlytreated. Yes, you will learn the ancient processby treating it yourself, and if the task fails,well, you still have another eye. You would notbe the first seer to have to pay that price. Itwould just mean that you’d have to work thatmuch harder if you wished to survive after-wards. I suggest you pay close attention andnot make any mistakes.

We are new to this land. Until the terribletragedy of the titanswar, we lived in the moun-tains, in the gaps of civilization and outsidethe web of the god lackeys’ patrols. But thebattles that raged across the Plains of Ledemade them uncongenial to the soft fools whohad favored them, and now they have left theland for us. Only the druids and their minionslinger on, and they merely survive in isolatedareas that we shall clear out in due season. Oh,and there are the pathetic fortresses in thenorth. It is because of our plans for attackingthem that you have undergone this trial now:we need more than one seer for the campaign.

Though new to Lede, we have done well.Our ancestors made good use of the fresh ruinsavailable, and there is no question that theexperience of being assaulted by weapons madeout of one’s own family home and graveyardhelped demoralize the stragglers who didn’twant to give up the plains to us. We have alsoexcelled — and continue to excel — in thebattles against our rivals, like the hags and theproud. Individually, many of them are tougherthan we are, but it is the orcs who are faster

and more numerous, more willing to sacrificesome of our number for the sake of tacticaladvantage. If they try to match us in thesetactics, they get wiped out, because they arefewer in the first place and breed more slowly.Right where we are standing now was once aden of the leonine proud, built on the ruins ofa temple to some god or another. The god andthe proud are both gone, and we are here.Learn from this.

The great advantage of nomads like us isthat we cannot be held hostage by “home” theway that city-dwellers and farmers can. Whatyou did with your eye, we can do collectivelywith all our possessions, with any oasis, withany encampment. You took part in the marchacross the snow two winters ago, and knowwhat it is like to shed every belonging beyondyour clothes and a flask. See now, throughyour remaining eye, and observe the comfortof this chamber and the fineness of the jewelryyou took from the bodies of your enemies. Thesoft races say that it takes grasses to feed thehorses in order to live like this You see thathorses are not necessary, nor even particularlydesirable except for food. What need have weof grasses, when we have the flesh of our foes?And now we have the same luxuries as they —until we choose to leave it all behind. So it isthat we can live in places that those weaklingsof the steppes think unfit.

Now come, we have battles to plan. Andperhaps I will get you some of the herbs afterall. You have listened and learned. You haveproven yourself strong.

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A GATHERING OF TRIBESThis section presents detailed descriptions of

several tribes from different parts of the ScarredLands. Some prosper, others don’t; some draw on arich tradition of heroic effort, others on the effi-ciency of villainy. Each represents one or more of theforces described at work in the preceding chapter,and demonstrates how to translate generalizationsabout regional culture into specific, playable details.Each of these tribes can be inserted into any fantasycampaign with a minimum of adjustment.

THE GRAY DUNE TRIBEOrigin: Ukrudan nomadsTerritory: The western Ukrudan desert, south

of Dunael, including the western end of the Splin-tered River.

Leaders: Jann Silverhand (male human, Bbn11,CN) is the nominal chief, but he does not enjoy

widespread respect. His reputation has suffered inthe wake of several unsuccessful campaigns againstraiders from the Wall of Bones; and a persistentdisease, which makes him weak as well as giving hishands the distinctive grayish tint that is the origin ofhis nickname, causes many to doubt his ability tolead. The council of elders does not often directlycontradict him, but the warlords Nasr the Vulture(male human, Bbn13, CN), Qada the Judge (malehuman, Bbn10, CG), shaman Wazwas the Cunning(male human, Bbn3/Drd8, CE) and priestess Haiwathe All-Seeing (female human, Adp8, CN) makemost of the real decisions. Tribe members seekingfirm guidance generally come straight to the councilunless particular ceremonial obligations require con-sulting the chief as well. Jann knows that he doesn’thave the elders’ respect, but thinks of them as plot-ting against him and his many loyal followers; helacks any sense of just how unpopular he has becomein the tribe at large.

We are a people without fear, without remorse, without regret.We do what must be done to survive, to prosper. You somehowthink that your right to dwell here, to use the richness of this landis guaranteed by your ancestors’ having made buildings here? No— they are just one more richness that we will take from you. Hearme, city-men. My brothers come.

— Khujol the Raider, on the execution block

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Soon enough, the council of elders will decreeoutright that Jann is unfit for his position and invitea competition for his replacement. Any male at least16 years old and who has killed at least three enemiesof the tribe may take part in this traditional contest.Challengers fight in trios, each armed with a singleknife and tied together with six-foot-long ropesconnected to an iron hub. The last member of thetrio still standing and conscious wins; the challengegoes through as many rounds as necessary to estab-lish a single victor, who then becomes chief.

Population: 500.Lifestyle: The Gray Dune people live like a

great many tribes of the Ukrudan desert. Its membersdivide their time between diurnal and nocturnalactivity, and between raiding outsiders — in thiscase, the outposts of Dunahnae — and huntingslitheren and asaatthi and other enemies within thedesert. The tribe is small enough to not really needany permanent settlements. Mothers with small chil-dren stay at temporary encampments at favored oasesand passages of the Splintered River, guarded by menneeding rest and recuperation time. Everyone elserides together.

One of the few things that most tribe membersdo respect Jann for, is his zealous prosecution of thetribe’s multi-generation battle with the Dunahnaenand their lackeys. The Gray Dune raiders don’t takeslaves: they lack the resources to support them and inany event aren’t interested. As far as the Ukrudansare concerned, anyone who becomes enslaved andstays that way deserves it. Raiders aim to kill as manycharduni slaves as possible and to inflict what dam-age they can on the Wall of Bones. In practice it’smuch easier to do the former than the latter, andJann is at least a very efficient slaughterer of haplessslaves within range of the tribe’s camel charges.

The Gray Dune people live with a very rigidseparation of gender roles. Women build, men breakdown and destroy. This is not the same thing as“women occupy passive roles, men active ones,”since building includes making fortifications andweaponsmithing along with more typically “female”crafting. Destroying includes the removal of gar-bage, and other domestic chores, in addition toriding forth to slay. The basic tribal role is that if alabor ends with more pieces than it began, it’s aman’s job.

The rate of live births is low in the tribe, andmany of the children who do come to term die intheir first few years. The desert is not kind to chil-dren who lack a permanent shelter in which they cangrow up. The Gray Dune people therefore supple-ment their own numbers with raids on other tribes,with successfully abducted children among the mostprecious prizes any raiders can bring back to theirchief. The Gray Dune warriors are very good at this,

From Jann Silverhand, Chief of the Gray DuneTribe, Lord of all the Desert and the World, toAarixthic, Lord High Priest and First Minister ofChardun:

This is a decree sent to the priest and minister that hemay know and pay heed. You have taken counsel with youradvisors and instructed us to surrender our tribe and becomeyour vassals. But we say to you that if you were a true king ofyour people, you would recognize the folly of your actions andsubmit to us and learn from us the true wisdom of the world.

You have written, “You have attacked my loyal subjectsand diligent slaves as they go about their work, which is rightand proper for them to do and not a matter for warfare or othercriticism. I am astonished, and must know what is their crime?”We cannot understand these words. Surely it is obvious to allthat the gods have spoken to us first and foremost, so thatthere can be no question of any reward but death beingappropriate for those who refuse to acknowledge our authority.It is not merely a matter of our honest word against yourdeceitful one, but of the gods’ favor against lies and madness— so you see that none of us have a choice as to this outcome.How could we make such slaughter of your subjects and slaves,if the gods did not strengthen our hand?

You claim that the gods, and in particular Chardun, speakto you. But since we know that the gods speak to us, your wordscan be nothing but boastful pride, and it would be best if youwould cease such foolish utterances immediately.

All lands have been given to us from sunrise to sunset.How could anyone act other than in accordance with thecommands of the gods? Now your own heart must tell you, “Wewill be subject to the Ukrudans and will place our powers attheir disposal.” You must come in person with your ministers andsages and kneel to receive your proper punishment and in-struction.

That is what we have to tell you. If you fail to act inaccordance therewith, how can we foresee what will happen toyou? The gods alone know.

making a net gain of a few children every year — sowhile most tribes remain roughly constant in popu-lation over time, the Gray Dune ranks are growingslightly but consistently. A powerful tribal tabooprohibits anyone from informing abducted childrenof their true origins, unless the chief or priestessspecifically commands it; a formal rite of adoptionpurges the child’s old name and identity and allows

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the chosen adoptive parents to bind a new name intotheir child’s soul.

Tradition says that the first dream a newly cho-sen chief has is prophetic. In the wake of Jann’snumerous failures, there’s growing suspicion thatthis chief’s dream was so much self-indulgence passedoff as prophecy; few tribe members, however, are sureenough of that to actually refuse to follow the vision.Jann’s dream was of the desert wrapped in a black firethat forced the tribe to live underground, and he’scommanded unprecedented exploration of the cavesthrough which the Splintered River flows. He be-lieves (and will argue with elaborate logic if anyoneasks) that somewhere in the river’s course there arenearly closed canyons that receive enough light andair to permit surface-like existence without being atrisk when the black flame burns. So far nothing likethat has turned up, nor do tortured slitheren prison-ers know of anything like it. Jann takes the latter asconfirmation that the canyons are very well con-cealed indeed and presses on with the search.

This underground aspect of tribal life bringsunfamiliar skills into play. Tribal lore relates thecurrent exploration with some of the journeys madeby the Ukrudan ancestors as they passed through theeastern reaches of the Splintered River. Occasion-ally searchers find relics of early Ukrudan nomads,which suggests that the slitheren did not alwaysblock off the river as they do now. For their part, theslitheren treat the nomads as trespassers on holyground, and the violence of their response has forceda constant flow of tribal innovations in tactics andweaponry suited to the cave environment.

Customs: As with many Ukrudan tribes, reli-gion among the Gray Dune people is more a matterof being against the titans than for the gods. Thulkasruined the land, or at least made it inhospitable tolife, and left a monstrous legacy. Anyone who wor-ships him may safely be assumed to share the titan’sdemented goals and must therefore die. Since thegods seldom actively intervene to help their follow-ers, most tribe members treat the gods somewhat likevery powerful but very distant relatives. The gods getsacrifice and elaborate hymns honoring the gloriesof the Titanswar, and otherwise seldom feature promi-nently in any Gray Dune member’s decision-making.

On the other hand, the Gray Dune people paytremendous attention to omens that might confirm orrefute Jann’s prophetic dream — particularly in light ofthe growing skepticism, but not yet general outrightdisbelief, of the tribe’s people. The discovery of unex-pected roots and herbs around a new oasis, for instance,may be confirmation of Jann’s vision, since they repre-sent prosperity coming from below; while old gravesexposed by a windstorm are warnings against tamperingwith what the earth has hidden. Currently, one popularway for rivals to get their opponents in trouble is to bring

charges of necromancy and other illicit manipulation ofthe earth and darkness.

The Gray Dunes dress like most other Ukrudannomads, with multiple layers of cloaks and robes tokeep out sand and wind. Most of their garments arewoven or dyed in somber colors, suitable for camou-flage against the desert. The one note of color is thewhite scarf honored in Ukrudan tradition. The de-signs woven into the fabric allow a knowledgeableviewer to trace the wearer’s lineage and allegiancewithout any trouble. (Wearing another Ukrudan’sscarf, unless it’s been given in inheritance, is punish-able by death among all the tribes.)

Outside stereotype describes the Ukrudans asfilthy, sweaty creatures, but that perception is incor-rect. The desert nomads do sweat, and their garmentsdo trap the moisture, so they smell quite rank — butthat process also helps keep the nomads insulated abit from extremes of heat and cold. They also keepvery clean, scouring themselves with a highly acidicsoap mixed with water and extremely fine sand. Thisisn’t at all comfortable, but dirt and grime supportbacteria, and untreated infections can quickly be-come life threatening. Thus, the nomads are actuallymore hygienic than many of the city-dwellers theyencounter.

The tribe holds one major religious ceremonyeach month. In the first half of the year, from wintersolstice to summer solstice, it runs from sunset tosunrise on the night of the waning half-moon. In thesecond half of the year, the rite is observed duringthe night of the waxing half-moon. This is the time,the Gray Dunes say, when the dangers of day andnight most fully cancel each other out. At all othertimes, there’s too much of something: too much heator cold, too much light or dark, and always there aremonsters to exploit the imbalances. Slitheren emergefrom the tunnels of the Splintered River at night; thetyrants of Dunahnae patrol when the sun shinesbrightly. Twilight is the desert people’s time: theyknow how to use the shadows and the light alike fortheir advantage. The monthly ceremony includesinvocations of all the local spirits of the daytime andnighttime sands, favored animal and plant totems,and the spirits of the waters. There is a feast atmidnight, followed by competitions to perform oldand new tribal songs most impressively.

The Gray Dune people also celebrate an addi-tional festival, the one that gives them their name.The lesser moon, the so-called Gray Moon, is full onthe same night as Belsameth’s moon only very rarely.The vast majority of Ghelspad’s inhabitants regardthis as an ill-fated night, when disaster seeps forthand strange things stir. For the Gray Dune people it’sa unique opportunity to show their courage. Bravingthe gray light of that night, they ride forth intoterritory controlled by rival tribes or nearby enemies

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and slay as many monstrous targets as they can find— concentrating on the creatures that both theyand those who claim the land oppose. As daylightapproaches, all the tribe members who could takepart (including many of those who don’t normallyfight) return with their various spoils of battle. Ahuge feast follows, making use of anything ediblegathered that night along with special dishesplanned months or even years in advance. Then,in the morning hours, the shamans lead the peoplein songs of thanks to all the spirits that helpedthem in this hunt.

The Gray Dunes’ neighbors find this infuriating;and when they send angry messages to complain, theythen suffer the outrage of being calmly told, “If youwere out in the field as well that night, instead ofhiding away, you could stop us. Or try to.”

Allies and Enemies: The Gray Dune triberegards all other Ukrudan tribes as rivals — rang-ing from occasional allies to be regarded with greatsuspicion, to worthy competitors to be humiliatedfor the greater glory of the Gray Dunes, to menaceswho ought to be crushed if the opportunity everpresents itself. However, all Ukrudans are poten-tial allies in the face of shared dangers like theslitheren and Dunahnae.

Skills and Feats: The desert environmentmakes Swim a less-than-useful skill, though theSplintered River does provide some opportunityfor that skill. The combination of Handle Animal,Ride and Survival is absolutely essential for sur-vival in the Ukrudan desert. Nearly all adults havefour or more ranks in these. Travelers stranded onfoot almost always die, since the nearest oasis maylie within range of a hard camel ride but fartherthan a forced march can take a person beforerunning out of water. Intimidate is, of course, avery popular skill among the Gray Dunes; andthey’re good enough at it to still exist, despite allthe provocation they’ve given to more numerous,better armed and more powerful opponents.

The Gray Dune propensity for intruding intoothers’ territory makes Endurance and Run usefulfeats. “But they couldn’t have gotten here fromthere” is a very common lament among nearbyrivals.

THE OAKEN FURIESOrigin: Kelder Steppes horsemenTerritory: The tribe claims all of the Kelder

Steppes that used to be forested. In practice, theyexert primary, though not altogether exclusive,authority in the wilderness south and west of theBlood Sea.

Leaders: Alwis the Tall (male human, Bbn8/Drd4, CN) is the chief of the Furies. The twinsDovalus (male human, Bbn3/Drd9, CN) and Erida

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(female human, Bbn4/Drd7, CN) provide the spiri-tual leadership for the tribe.

Ever since the death of the forest, the OakenFuries have chosen their chiefs by a combination ofordeal and vision quest. Those who feel called uponto lead as chief or shaman must walk through abonfire three times. (Each pass requires a Reflexsave, as per the DMG, Chapter 8, “Heat Dangers,”Catching on Fire.)

Those who are still standing, and wish to con-tinue, may then drink a potion made with the ashesof titan-destroyed trees. Perspective leaders thenbecome unconscious, spending an entire day in ashared dream of hunting through the forests as theyonce were. The participants then engage in opposedWill checks, starting with the first two to enter thedream-hunt. The winner continues to dream, whilethe loser wakes suddenly and painfully. The victor ofeach contest goes on to oppose the next candidate,until there is only one remaining. When all candi-dates have awakened, it is clear who has been chosenas the new chief or shaman.

Population: 1,900 (250 half-elves, 75 halflings).Lifestyle: There were steppes east of the Kelder

Mountains long before the Titanswar, and the Rid-ers lived on them, herding and migrating intraditional nomadic fashion. But the ancestors ofwhat is now the Oaken Furies tribe lived moresedentary lives in the lush ancient forest. Theytended fruit trees and raised vine-growing vegetables— which were twined around the largest and oldesttrees, or even entirely removed from the ground androoted instead in the molds and detritus of branchclefts far overhead. Then the titans lashed out againstthe land for reasons still unknown, and in a singleyear the entire forest went up in smoke. The titanssmashed, burned, uprooted and altogether ruinedeverything that the forest peoples had counted on,and then departed.

Most of the survivors fled west, and built a newlife for themselves in Bridged City. But some indi-viduals looked around at the devastation and thoughta single thought: Revenge. If possible, they wouldhave had the titans pay directly. But since that couldnot be, the titan’s minions had to serve. Justicerequired that titanspawn not be allowed to profitfrom the calamity, no matter how much effort itmight take to stop them. Orc tribes were alreadyflooding in from the north, when six chiefs and tenshamans bound themselves together into a new tribeand took the name Oaken Furies. Six generationslater, their descendants continue the battle, andadopt in new refugees and the occasional soul whofeels called to join them.

The tribe’s ritual of adulthood includes a milderversion of the chief/shaman test. The man- or woman-to-be drinks a potion made from forest ash and the

water of the Blood Sea, which induces 12 hours ofunconsciousness. Newly awakened to adulthood, heor she rises with the knowledge of whether or not tostay with the tribe. The shamans and tradition agreethat all members of the tribe choose their destiny ofvirtually certain and violent death, and releasesthose not called to this service with prayers andblessings.

Tribal practice favors a unified, single-mindedfocus on major tasks. When it’s time to make freshclothes, tents, saddles and the like, every single tribemember physically capable of contributing any laborat all works under the supervision of the skilledcrafters. When it’s time to hunt titanspawn, every-one takes part, as scouts or corpse scavengers ifthey’re not prepared to actually fight. There arespecialists and masters at each important task, butsince everyone gets some practice under the watch-ful scrutiny of experts, the next master-to-be mightbe anyone in the tribe. The shamans point out thatthe great trees are alike in strength and grandeurdespite their sex, differing only in the presence ofcones, flowers and the like, and urge the people ofthe tribe to similarly share their greatness.

Customs: The Oaken Furies maintain an abso-lute taboo on the use of metal. Everything the tribeuses, wears and eats must come from plants, fromstone, or from the bodies of their slain enemies.Thus, the tribe demonstrates that the gifts the titanssought to destroy remain of value, and that revengeneed not require the tribe to take up the weapons ofits enemies or their minions. Tribal lore does notconfront the extent to which the tribe has decayed;the consumption of other humanoids and tanningthe hides of slain enemies for clothes and shelterwere not part of life in the Kelder Forest.

Funerals for fallen tribe members call for themost elaborate ceremonies. The bodies of the fallenare ideally buried in the still-lifeless husks of once-sacred groves, or at the very least are burned and theremains scattered so that no enemy can exploitthem. Seldom spoken of, but always present at theseoccasions, is the thought that the tribe is doomed: asingle tribe cannot defeat the armies of titanspawnor undo the damage inflicted by the titans, and thegods apparently don’t care to help. The last OakenFury can expect to fall unmourned and unblessed.Unsurprisingly, passions run high during and aftereach funeral.

Oaken Fury tradition says that the destructionof the Kelder Forest began on the first day of themonth of Chardot, right at the beginning of summer.That day is the great holy day of the tribe, com-memorated with laments that are sung on no otheroccasion and with curses directed at whatever sur-vives of the titans. Some shamans like to include atleast token sacrifices to the gods as well, but most

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tribe members feel that the gods can be damned rightalongside their titan parents. They had a responsi-bility to heal the land, and they didn’t, and the tribedoesn’t honor those who leave their responsibilitiesunmet.

The Oaken Furies disdain ostentation in dressand manner. They give the highest accolades towhat is most useful. The tribe member who designs abetter waterproofing for outer coats wins more honorthan the finest tailor might. Luxuries are seen astemptations to forsake the path of revenge and be-come attached to the blasted world the titans andgods have made. The only acceptable ornaments arethose very few trinkets and decorations that sur-vived the Kelder Forest’s destruction and that werenot given into others’ care for safekeeping at BridgedCity.

At least, this austerity is the standard that alltribe members learn to profess. In reality, like allpeople, they do like both some comforts and sometokens to distinguish themselves from their peersand neighbors. As long as this doesn’t impair thetribe’s general readiness for battle, the chief andshamans let it pass; when they do feel that it’sinterfering, they embark on a purge of all inappropri-ate luxury items and arrange for new challenges tolet the practical artisans show the superiority of theirwork.

Allies and Enemies: Every titanspawn is theinevitable enemy of the Oaken Furies. Nothing thetitanspawn could do now might possibly atone forthe wrongs of their kind or their vanquished masters.Their one acceptable act is to die, as quickly aspossible. The Oaken Furies see themselves as havingno real alliances in the world; they make commoncause with the Riders and others for specific pur-poses, but as soon as the common goal is accomplishedthey consider the association over.

Individuals often fare better in the Oaken Furies’esteem than do groups. A single person, or a smallband of allies, can demonstrate the sort of courage anddedication the Furies honor; and if these outsidersinflict noteworthy damage on titanspawn, then theymust in some degree carry the spirit that animates thetribe — regardless whether or not they ever recognizethat spirit within themselves. At the moment thereare about two dozen “Brothers and Sisters of theOaken Furies,” who are welcome to join the tribe atany time and to take part in all the tribe’s affairsexcept the yearly rite of mourning.

Skills and Feats: Until the Kelder Forest wasdestroyed, the peoples who now comprise the OakenFuries were relatively peaceful, their ranks domi-nated by bards, druids and rangers. Those traditionsremain, but all have been adapted to the grandmission of revenge. Many tribe members multi-class,as the chief and shamans have done, to incorporate

skills and feats not available to barbarians. TheOaken Furies’ tradition of whole-tribe effort meansthat most tribe members end up with a fairly evendistribution of levels across the skills available tothem, with perhaps one or two personal favorites.

Combat feats of all sorts take precedence overnearly everything else. The tribe has no collectivepreference for any particular style: whatever killstitanspawn serves the mission. The chief often en-courages diversification of tactics, both to keep thetribe’s enemies off-guard and to keep ready for unex-pected complications. There’s often some fresh horrorstirring somewhere on the steppes, from the legacy ofthe first Blood Monsoon to recent encounters withunknown shadow creatures. In addition, the pres-ence of so many fighting styles leads many opponentsto assume that the tribe’s numbers must be muchgreater than they are.

THE PEREGRINE TRIBEOrigin: Albadian nomadsTerritory: The Peregrine tribe migrates on the

western edges of Albadia, from the Amber Woodright up to the slopes of the Titanshome Mountains,deliberately courting danger for the sake of glory andthe opportunity to claim resources others dare notpursue.

Leaders: Invkist (female human, Bbn9/Sor5, CG)has been the chief of the Peregrines for the last 15years. The Peregrines practice a multi-generationalsuccession: a mature male chief takes a young wifeand trains her so that when he dies, she can assumepower. Once she is established and has proven herworth, she takes a young husband and trains him tobe her own successor. If a leader dies prior to choos-ing a spouse, or the chosen heir is killed beforeassuming power, the tribal elders choose a replace-ment from the younger brothers or sisters and niecesor nephews of the last chief. Other tribal authorities,currently the Hellian Erenthi, (female human, Sor7/Hel4, CG) and the master crafters (Vikund, malehuman, Bbn2/Exp8, CN, and Thorvaldei, female hu-man, Bbn1/Exp7, CN), are often but not always ofthe same sex as the current chief.

Though a chief normally chooses his or her ownsuccessor, challenges to a leader’s authority are al-lowed at the midsummer festivals. These fights arealways to the death, which keeps the number ofchallenges low or nonexistent most of the time, aslong as the chief does an even moderately acceptablejob.

Population: The total population under Invkist’scommand is about 3,800. This includes about 200hostages at any given time: the Peregrines routinelyhold potentially lucrative prisoners for ransom, togive themselves more coin with which to makeneeded purchases from urban traders. Nothing in

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tribal tradition prohibits slavery, but Invkist dis-courages it as likely to promote social discord at anawkward moment. Her late husband, the previouschief, had the same policy, so the 50 or so remainingslaves are almost all quite old and not likely to bereplaced when they die.

Invkist also accepts temporary oaths of alle-giance from Amber Wood elves, many of which arequite interested in native efforts to harass thetitanspawn to the west of their home. They takeoaths committing themselves to the Peregrines forone, five, or 15 years; at the moment, just under 200elves travel as part of the tribe in this way.

Finally, Inkvist makes no secret of her absolutecontempt for the growing urban population ofAlbadia, and she takes great pleasure in offeringsanctuary to any accused criminal from the citieswilling to seek her out. Not many of them accept theoffer, because she expects them to function along-side the rest of the tribe, taking all the same risks. Atthe moment, about forty fugitives do travel with thetribe, all male, accused of crimes ranging from theftto murder. Naturally, they all insist they’re inno-cent.

Lifestyle: Like most northern nomads, the Per-egrines maintain a small permanent settlement intheir favored wintering grounds, while most of thetribe roams widely during the summer. Mothers ofnew children, warriors recovering from major wounds,

and others unfit for the wandering life tend thehearths and forges all year round.

The Peregrines think of their assaults on theTitanshome range as long-term military campaigns.In the first year, they scout, dividing into smallbands to probe throughout a chosen areas: up a seriesof canyons, along a stream channel, over hills knownto have many cave openings, and so on. For the nexttwo to 10 years, depending on the difficulty of resis-tance, the Peregrines systematically make their wayacross the scouted territory — slaughtering all oppo-sition they can. Small garrisons set upsemi-permanent camps in cleared areas, both toguard against enemies’ returns and to maintain cachesof food and essential supplies.

Peregrine lore gives much attention to the glo-rious successes and downplays just how many ofthese assaults end in bitter defeat. No single tribe, nomatter how brave, can make much of a dent on thehorrors entrenched in the Titanshome Mountains.When the tribal warriors withdraw, new evils creepin to fill the gaps just cleared. The permanent gainsresulted from the assaults are regrettably few and farbetween; and while the Peregrine tribe tries to ig-nore this reality, a handful of melancholy ballads dosing of the sorrows warriors feel as they clear out aden of monsters — only to find the bones of theirown would-be conquering ancestors beneath it all.

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The division of power between the sexes, re-flected in the Peregrine approach to rulership, appearsthroughout the tribe’s social life. The shamans saythat everyone’s soul has a gender of its own, whichmay or may not correspond to the physical appear-ance of the body. Thus, the Peregrine tribe shares inthe prevailing Albadian wisdom about men’s workand women’s work, they just base that division onthe aptitudes that must be reflecting from the person’ssoul. Inkvist remains physically female even as shefulfills the male role of military leadership, andVikund is unquestionably male despite his aptitudefor sewing and weaving. Outsiders find this all verystrange, and Peregrines in turn are bewildered by thewastefulness of available talent that they see in somany other tribes — resulting, they believe, fromassigning tasks based on the outward body ratherthan the aptitudes of each person’s soul.

Customs: Peregrines share the general Albadianlove of jewelry, and use it to mark the passage of achild into adulthood. At the age of thirteen, eachPeregrine child receives a set of five piercings, two ineach ear and one through the nostril or septum. Eachpiercing accommodates a small gold ring with a boneinset. The bone comes from one of the child’s rela-tives who fell in battle against titanspawn (or, onoccasion, other particularly worthy enemies). Fromeach foe the child kills, a small piece of bone isextracted and used to replace one of the ancestralbones. The child is considered a full adult when allfive rings carry the bones of enemies. Children whotrain in women’s work and are unlikely to kill en-emies themselves may receive bones from warriorswho feel that the child’s work contributed in someway, whether it was with a well-crafted blade, com-fortable clothes, an insulating tent, or some otherimportant assistance to those who do the slaying.

A strong taboo governs the reuse of names. Allthe names of those who died in campaigns thatended successfully, as proclaimed by the chief andshaman with appropriate rites, are “retired” andmust not be reused. Those names, and the soulswhich once carried them, are now bound to the landthey’ve helped purify, and any future use of similarnames must differ by at least one syllable. If a nameis repeated, the Peregrines believe, angry ghosts willsabotage the tribe’s efforts as long as the name’sbearer remains alive. The recurring presence of thenames of those who died on other campaigns is atacit admission that sometimes the tribe’s plans endin failure.

Weeklong ceremonies mark the beginning andend of each campaign. The chief and shaman taketurns speaking the names of all participants; if thecampaign ended successfully, this will be the lasttime any Peregrine will utter a number of thosenames. At the start of the campaign, sacrifices go to

all the gods likely to provide aid in battle: Corean,Tanil, Enkil, Vangal and Drendari. Tanil enjoys thehighest position of honor when the chief is female,and Enkili and Corean share the highest honorswhen the chief is male. And the end of the cam-paign, sacrifices go to the deities concerned withhealing and purity — Madriel, Denev and Syhana.At least one significant piece of or artifact from eachfallen Peregrine warrior rests in the memorial moundconstructed at the end of the campaign, with a smallshrine erected on top of the mound once it’s coveredwith new grass.

Three-day ceremonies open and close each year’ssummer. At the start of the season, the chief andshaman add the names of newly matured warriors tothe roster of those fighting the titanspawn and againinvoke the gods of war. A daylong dance then weavesa ritual spell around all the warriors — muffling theirtracks so that no enemy may find the winter encamp-ment and those who must stay there during the warmmonths, when it is only lightly guarded. The autumnceremony centers on the unweaving of this spell, andit’s during winter that traders and other strangersmay visit the encampments.

One of the reasons barbarian hordes often in-timidate their more civilized victims is the barbarianknack for assimilating new knowledge into theirexisting way of life. If the defenders of one city usetactics that the barbarians can adapt for their ownpurposes, the next people to attack the tribe willencounter new resistance; barbarians will also drawon their experience with one culture to exploitweaknesses in the defense of their next enemy. Theview that the tribe’s gods (or titans, depending onthe tribe) have given them dominion over every-thing they can conquer encourages an attitude ofalert experimentation, as long as that evolution doesnot threaten the tribe’s maintenance of traditionsand taboos. The Peregrines specialize in adoptingtechniques from the titanspawn they fight, and willthen take that knowledge and exchange it for newmethods and ideas at the grand gatherings of theAlbadian tribes.

Allies and Enemies: The Peregrine tribe isremarkably close to the elves of Amber Wood. To-gether, they see themselves as the insufficientlyappreciated champions of the gods’ ongoing battle tocleanse the earth. Most Peregrines regard urbanAlbadians as posing almost as serious a threat as thetitanspawn, and have been known to mount small-scale raids on the cities in wintertime.

The list of Peregrine enemies is very long in-deed, encompassing every surviving target of aPeregrine campaign in the west and the authoritiesof the eastern cities of Albadia who’d like theirfugitives back. The other nomadic tribes have fewmajor grudges against the Peregrines, or vice versa,

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but the others regard the Peregrines as unreliablethanks to their obsession with grand displays.

Skills and Feats: The highly varied nature ofthe terrain, in and around the Titanshome range,makes all the skills available for wilderness traveluseful at some point. The Peregrines regard aptitudeat climbing, swimming and the like as a sort of craftall its own, and there are families just as famous fortheir athletes as there are lineages of great jewelersand weaponsmiths. The children of these more ath-letic families often apply Skill Focus (or the Athleticfeat) one or more times to their physical skills.

Peregrine tradition calls for warriors to developall-around competence. In the course of a summer’sbattles, nearly every warrior will likely need to rideand shoot and stalk and fight at close range withvarious weapons, and the Albadian practice of dis-persing for individual and small-group huntingprevents the formation of specialized units. Thus,feats with extensive chains of prerequisites generallybelong only to the oldest and most successful war-riors. This puts the tribe at a disadvantage againstany single group of more specialized opponents, butin the long run gives them better odds at survival.Like most Albadians, however, the Peregrines holdthe two-bladed sword in high esteem.

THE RUSTING BLADE PEOPLEOrigin: Blood Steppes horsemenTerritory: North and east of Thulkas’s Ghost

and the surrounding geyser field.Leaders: Lonkar of the Red and White Axes

(male human, Bbn8, NE) is currently the tribal chief,while Tribe-Mother Gereshan the Younger (femalehuman, Drd7, CE) is in effect the tribe’s shaman.When the old chief dies or voluntarily resigns, allmales over the age of 16 may take part in a duel-to-first-blood tournament. The males over 23 years oldvote on the chief from among the top three duelists.The tribe-mother is responsible for all magical activ-ity and education, and has the authority to punish oreven execute any practitioner of arcane or divinearts. When the old tribe-mother dies or resigns, thearcane and divine magic-workers of the tribe choosepossible replacements by acclaim. They may then setup whatever challenges they consider appropriate,except that at least one contender must remain aliveat the end of them. The losers are eaten in ritualfeasts.

Population: 2800 full tribe members (including600 children), 700 of which have one or more levelsin PC classes. The population of slaves varies wildly,since most slaves last only a few months or years; theaverage is about 500 except after major wars, when it

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may rise as high as 2,000–3,000. All members of thetribe are human.

Lifestyle: Like most tribes of the Blood Steppes,the Rusting Blade People scorn cultivation and othersuch activities — they are unworthy of devotees ofdeath. The tribe doesn’t actually practice large-scalecannibalism, so most of their meat comes from hunt-ing and what they can scavenge or steal from othertribes. The Rusting Blade tribe follows a more or lessconsistent two- to three-year cycle throughout itsterritory, staying at any particular oasis or streamchannel for a few weeks and then moving on to thenext. They stay away from each haven long enoughto let its resources replenish themselves.

The broken terrain of the Blood Steppes prohib-its many of the “typical” barbarian actions. Nobodycan gallop across the landscape for days on end;they’d fall into a crevasse or volcano. Instead thetribe moves in short marches, generally at twilight,when the creatures of day are winding down andthose of night not yet out, or at dawn when thereverse is true. When large bands of enemies areactive in the vicinity the tribe separates and eachfamily moves independently, reforming at the nextsafe spot.

The Rusting Blades pay very little attention tothe division of labor based on gender. Mothers mustbear children, and a man must be chief and a womanmust be tribe-mother. Apart from that, all work goesto those best able to perform it. However, talentedindividuals and their students are often given moredesirable work, and those currently being punishedwill receive far less desirable assignments.

Customs: Among the Rusting Blade people,elaborate clothing — apart from ceremonial occa-sions — is a mark of shame. It signifies that thewearer isn’t considered reliable for any activity re-quiring protective garb, armor or any useful tools andgear. Thus, the Rusting Blades tend to regard for-mally costumed diplomats, priests and other outsidersin official capacities as something like clowns, allbut shouting out, “I’m useless! Ignore me!” Very fewoutsiders ever think to ask why their first contacts goso badly, however, and the secret remains the tribe’sown.

The major ceremonial holiday in the tribe’s lifeis the Safe Return, celebrated one week after thetribe gathers at Thulkas’s Ghost and the caves nearby.Since the tribe takes a somewhat different routethrough its territory each cycle, there’s no fixedschedule for the Safe Return festivities. “We cel-ebrate when it’s time to celebrate,” the tribe-motherteaches the children. The Safe Return is an occasionfor untrammeled orgiastic mating, or at least asuntrammeled as a people so obsessed with death canget about sex. The tribe accords honor to those whomanage the most impressive mating of one sort or

another: during particularly bad weather, on theslopes of Thulkas’s Ghost while an eruption is build-ing, in the face of approaching enemies, and so on.The celebration lasts for one week.

A much smaller, single-day Rite of Haven takesplace on the first day the tribe assembles at a newpoint of sanctuary where they plan to stay for at leasta month. The rite includes a smaller orgy and acooking competition to determine who can makethe most interesting and enjoyable use of the meatsand edible goods in that area.

The religious beliefs of the tribe are very simple.In every age there is a greatest champion of death.Ideally, this would be a member of the tribe; but ifthere’s someone better at it, then that individualdeserves the tribe’s respect and service. In the cur-rent age, the god Vangal excels beyond all others inthe merciless pursuit of death, and so the tribefollows his example. Chiefs and tribe-mothers tellparticularly successful warriors that they may hopeto win apotheosis and do to Vangal what he did toGormoth and so many others. Less effective massmurderers among the gods and titans also receivetoken sacrifices during the Safe Haven, and any whoseem to aid the tribe receive additional sacrifices ateach Rite of Haven for the next cycle.

The Rusting Blades distinguish themselves fromrival tribes partly by the absence of behavioral ta-boos and distinctive decorations. They say that suchthings are for those afraid of the ultimate truth.Since the Rusting Blades welcome and revere death,they have no need to try to appease it (and no hopethat such appeasement would work if they did try).So Rusting Blades present a much more motley anduncoordinated appearance than the other inhabit-ants of the Blood Steppes.

Allies and Enemies: The Rusting Blades haveno lasting alliances and regard everyone else on thesteppes as their enemies. Their primary antagonistsare usually whoever is closest, with old conflictsrenewed with each passage through the tribe’s cycleof migration. From time to time would-be challeng-ers to Lonkar’s authority mount raids on Ontenazu’ssouthwestern provinces, but so far they haven’t wonany notable victories.

Skills and Feats: The Blood Steppes providefew opportunities for swimming, and very few RustyBlades develop more than rudimentary competencein Swim. According to the tribe, the waters of thesteppes are for drinking — when they’re pure — andfor concealing tracks and the like, not thrashingabout in. Nor do many Rusty Blades get very good atClimb, because the heights of their terrain mostlybelong to the bat devils and other aerial monsters.

Nearly all adult members of the tribe do have 4or more ranks of Survival. Since the terrain shiftsconstantly, it’s terribly easy to get lost in the Blood

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Steppes, even in areas travelers know well. Tribemembers who cannot care for themselves, and findknown rendezvous points, don’t last. Likewise, mosttribe members know at least a few levels of Craftskills like leatherworking and weaponsmithing sothat they can repair equipment damaged duringmigrations. Common Professions include brewer,cook, herbalist, tanner and woodcutter. Large equip-ment, like kilns, stays locked up in undergroundchambers when the tribe moves on from a haven;while on the trail, handwork must cover as manyneeds as possible.

Spellcasters among the Rusting Blades favor anymetamagic feat that lets them cast spells with aminimum of display (such as Hide Spell, from Relics& Rituals). Magicians of any sort are very rare onthe steppes, and the tribe tries to guard its handful ofthem well. Concealing the spellcasters among tightbands of riders or marchers allows for ambush tacticswith ranged spells, which are then hard to track backto the individuals who cast them.

BARBARI ANS OF NOTEThe following are noted barbarians of the Scarred

Lands, whether vicious reavers or noble savages.With appropriate adjustments, they may work wellas notable figures in any fantasy campaign.

INDROLD KHILDIt is a bad time for the people of the Durroverian

highlands. Their whole existence was traditionallyan isolated one. Each clan minded its own affairs,except for the occasional grand game or small waragainst rivals and the even more occasional skirmishagainst lowlanders bent on ruling the area. Thencame the successful union of the lowlands and high-lands under a single king, and the ongoing viabilityof that dynasty. Unfortunately, soon after that camethe Calastian invasion, and for 30 years the high-landers have had to fight as best they can to protectthemselves against the sundry threats. And despitetheir bravado, most have felt that at best they canmerely hold back the inevitable.

Indrold Khild (male human, Bbn3/Nec3, CE)aims to change that. He knows what it’s like to lose,since his whole family was massacred when he wasjust eight years old. He alone survived, and two yearslater he began to hear voices instructing him in theproper use of lost secrets — voices that he graduallyrealized must be the Durroverian dead seeking ven-geance. Now 21 years of age, he has delved deeplyinto the secrets of necromancy and is growing inpractical ability all the time. So far he’s managed toconceal the depths of his evil, while rallying hisfellow highlanders with the message that the deadwill march alongside the living to free their mutually

beloved hills and valleys. In less desperate times he’dnever get a hearing, but then in less desperate timeshe wouldn’t be on this path.

Rumors have only recently reached the lowlandgovernment about this intense young man given todetailed visions of past tragedies and with the grow-ing ability to command the dead. The king’s ministersdo not yet see any concrete reason to worry abouthim, since all his anger is directed for the momentagainst Calastia. However, plans are in motion todispatch a handful of spies to monitor the charis-matic barbarian and his activities.

KAROLIVKaroliv (male human, Bbn12, CG) grew up in

the Icefang tribe, one of the smaller tribes to maketheir way through Albadia’s High Snows region. Hedistinguished himself early on for his innovations insmall-group tactics, teaching his brothers and cous-ins to unleash their rage in sequence — so as to forma sweeping wave across the ice. He was one of theyoungest chiefs of his generation, and while theIcefang’s ranks remained small their influence grewrapidly. It was at this time that he conceived of thedesire to become king of all the Albadians, thoughhe spoke of it to no one.

Then came Thalos’s accession to the High King-ship and his offensive ties to the city-folk. Karolivdid not thrust himself forward as a successor, butquietly manipulated others into advancing him —while he professed a suitable modesty about hisability to lead the whole land. In the end, of course,it came to nothing. The Great Council, which con-vened to choose an opponent to Thalos in 136,picked an unworthy rival of Karoliv’s, who promptlywent forth and got himself killed. Another GreatCouncil convened in 142 and decided that the timewas not yet ripe to mount another such challenge.Karoliv raged within himself.

When he learned of how Thalos’s daughter,Sirida, traveled as a diplomat outside Albadian bor-ders to gain allies for her father, he realized that hetoo had unsuspected opportunities. He turned thechiefdom of the Icefangs over to his ambitious youngerbrother, who is nearly as good a warlord as Karoliv,and set out as a sort of self-appointed ambassadorfrom the nomadic peoples of Albadia. For the last sixyears he has traveled with a few trusted companionsacross the length and breadth of Ghelspad, speakingwith other nomadic peoples threatened by urbanexpansion and other dangers. Since he cannot beHigh King of Albadia at this time, he has begun todream of being Great Warlord of All Lands, leader ofa multi-racial league that could take on the civilizedforces confronting them all. Once again, he does notspeak of his own ambition but manipulates othersinto doing his work for him.

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Karoliv certainly is a near-raving megaloma-niac, but he genuinely does care about the future ofnomadic life on Ghelspad and understands that lead-ers must earn the respect of their followers. So hepromotes the exchange of lore, battle plans andother useful information, and on several occasionshas been instrumental in brokering trade of preciousartifacts to help tribes needing particular magicalaid. If he can avoid exposing the depths of hisambition and getting killed in the course of routinebattle, one of his dreams might yet come true.

KIMER THE SHATTERERKimer (male human, Bbn16, CG) is another

Albadian who travels throughout and outside hishomeland, but for wildly different reasons thanKaroliv. Kimer was raised by the dwarven Skaolkertribe, which adopts and raises all foundlings withoutregard for their heritage. He and a dwarvish friendgrew up with an insatiable curiosity about the world,and began serving as mercenaries and adventurers.His friend died when they assaulted a frost giantstronghold; in revenge, Kimer slew them and cameaway bearing the magical sword Ertmodl, one of themost powerful weapons on the continent. In honorof his friend’s memory, he continues to travel moreor less at random, accompanied only by his dog,looking for people in need of aid and protection.

See The Wise and the Wicked, "Kimer theShatterer," for more information.

LEORIS THE VENGEFULThe race of the proud has been in decline for

many generations, overwhelmed by the challengesof life on the Plains of Lede and turning to internaldecadence and stagnation. Whether sinister forcesare manipulating the proud (see Penumbral Penta-gon) or their decline is a purely self-driven collapse,the fact is that the once-great warriors have becomepetty bickerers.

But not all proud accept that the current situa-tion spells certain doom. Leoris (male proud, Ftr6,NE) is one of those out to reclaim past glories. He isabove all a careful observer of the world around himand is known for turning his insights into immedi-ately useful action. He respects the power anddetermination of the humans who infest the Plainsof Lede, and knows that he cannot count on greatvictories anytime soon. He and his band of like-minded warriors constantly train themselves betweenexcursions into actual battle; and while their humantargets do not yet know their names, word is spread-ing throughout the human districts of Lede that theproud are more dangerous now than they’ve been inmany years. For Leoris it is not enough, but it is astart.

See The Wise and the Wicked, "Leoris," formore information.

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WHAT BARBARI ANSBELIEVE

Nearly all barbarian cultures share a few key ideasabout how the world works, and what is required ofthem within the grand scheme of things. Differentcultures, and even individual tribes within each cul-ture, have their own ideas about what’s most important— but very few would deny any of these tenets. Civi-lized peoples disagree, barbarians say, because they’veturned their backs on one or more of these truths orwere so poorly taught that they never learned them inthe first place. But that is the weakness of the cities, andthe barbarian people hardly see it as their role toeducate their adversaries.

• The World Is One. There is one creation. It hasmany parts, but they are all parts of one thing. It mightbe harder to ride from the Kelder Steppes to the thronesof the gods than to ride from the Kelders to Albadia, but

both are possible. It makes sense to speak of the indi-vidual parts of creation separately, just as it does toidentify each part of a bow or a saddle. But just as youput the pieces back together to actually use the bow andthe saddle, so with creation: in practice, it all tiestogether.

• Nature Makes No Mistakes. Every creaturewith the power of choice does err from time to time, andsome have trapped themselves so thoroughly in igno-rance and delusion that they err all the time. Nothingelse in creation is like that. Even the most unpleasantrealities belong in the world, and thus, our world needsthem. You may not like death and pain and despair, butthey belong there just as much as you do. Depending onwhat brought you together with dying, suffering andlosing hope, they may belong a lot more than you do —if it’s your own foolish decisions that now threaten tooverwhelm you. Never for a moment think that theworld is “nice” or that it likes you and cares about yourwellbeing. If you die, there are plenty more people

Listen well, little one — listen closely, for your ancestorslisten closely. Watch carefully, for the spirits around you watchcarefully. Understand the ways of our people, my children, forin the spirits around us you have allies undreamt of by the foolswho rot within their city walls.

— Ciliaja of the Frostfang, Helliann teacher

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where you came from. No matter how much you thrive,in the end you die, and the worms grow fat on you untilthey die in turn. And all of this is precisely how theworld is supposed to work.

• Everything Talks. Just as everything has a body,everything has a spirit. Spirits talk to themselves andeach other, all the time, whether you can understand oreven perceive it or not. Some people are born with theability to hear these conversations when they chooseto, while others are born with the affliction of hearingthem all the time. All people — at least those of the freetribes — hear the voices of the spirits occasionally,often at moments of great ceremony or personal achieve-ment. Just remember that what is heard is never allthere is, and because the world is one, none of it istotally removed from you. It’s all there, all around you,waiting for the right opportunity to speak.

• Everything Has Its Place. Nothing in the worldexists by itself. When you walk, you disturb the grassand the air. Bugs try to feed on your exposed skin.Larger predators may notice your scent and turn to stalkyou. Even if there are no other people anywhere nearby,you’re not alone. And for each thing you encounter,you are either the superior or the inferior. To thehungry mountain cat, you’re the inferior. She will feedon you, and give your meat to her young, if you’re notable to hide or run from her attack. To the grasses in themeadow you’re the superior, who can crush them forthe convenience of your passage. So it is with the spiritsas well: the smaller ones take orders from the greaterones, and for each sort of spirit there’s a suitablepredator — just as there is for each sort of plant andanimal. You belong to your family, and your huntingband, and your tribe; but you also belong to the tribe ofthe entire world, both flesh and spirit. You must learnwhich of your inhuman tribe-mates to submit to, whichyou may command, which are yours to prey on, andfrom which you must flee.

• You Are Doomed; What You Do About it isUp To You. Everything begins. Everything ends. Andthe fate that governs all things governs you, too. Yourend is written in the moment of your birth, for thosewho have the gift of seeing it. Nothing you can do orthink or say can change it. But you have completefreedom to decide what to do with the life that’s givenyou. Will you exert such strength as you have for heroicends, or will you cower? Will you speak truth or lies?Will you face your enemies with courage and resolve orflee before them? You decide what your fate means, andthe rest of your people will honor or scorn you accord-ingly.

• All Authority Must Be Earned. If you wantpower, claim it. Call yourself lord of the world, if youwant to. But be prepared for challenges from those whodoubt your ability to make your claim stick. Every tribehas its own way of testing the mettle of prospectivechiefs and other leaders. Less formal challenges govern

every claim of leadership, in the family, the war band,the craft workshop, and so on. The spirits, the animals,and all living things, follow the same process. The greattrees prove their worth by denying sunlight to theirrivals. Only one wolf leads the pack. The titans con-tested with each other to gain supremacy, and then thegods showed themselves superior by crushing the ti-tans. The world has no interest in theoretical orspeculative merit. Thus, we too follow only thosewho’ve proven their right to rule.

BARBARI AN RELIGI ONThe principles described above rule out much of

what civilized peoples mean by “worship.” Barbariansthink that most urban and rural churches are full ofrank nonsense and occasionally dangerous ignorance.

Barbarians seldom engage in intercessory prayer.What’s the point in begging a spirit or god for help ifthey aren’t already helping? While there are a fewcharitable powers in the world, they tend to be busy —and even if they could be reached, the idea of receivinga favor without incurring a debt is looked at withsuspicion. Most barbarian prayer is a matter of remind-ing the spirits of services they owe because of previousfavors those in prayer have done: the right sacrifices,actions that expand a spirit’s sphere of influence, andthe like. Those accustomed to humbly petitioning actsof prayer find this all very disconcerting, as it is muchmore like haggling in the marketplace than devoutsurrender.

Barbarians seldom yearn for the direct presence ofthe spirits they venerate. Indeed, a great deal of barbar-ian worship focuses on appeasing the nastier spirits tokeep them at bay. Most tribes have tales illustrating thefoolishness and danger of spending too much time inthe company of great spirits. The spirits can too easilylose track of things, like how easily flesh can be dam-aged and how hard it is to heal. Malicious spirits, on theother hand, seem all too good at remembering anddelighting in those mortal weaknesses Thus, while thespirits are seen as an integral part of the tribe, they aremembers who have a very separate role. The finestleatherworker in a tribe may be elderly or injured andunable to perform well in combat, but leatherworkingdoesn’t happen in the midst of battle anyway; theleatherworker prepares good cords and bindings, andthen warriors use them later, somewhere else. Likewise,scouts can only do their work by being apart from therest of the tribe, looking out ahead. So it is with thespirits. When properly honored with rites and sacri-fices, they do their part to assist the tribe and leave themortals alone to do their own tasks.

Finally, barbarians often wonder why civilizedpeoples ignore so much of the spirit world. Thosepeople not of the tribes seem to focus obsessively on thegods and titans, and perhaps a handful of the deities’

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particularly powerful progeny. Barbarian tribeshonor some of the titans or gods, to be sure, buttheir rites neither begin nor end there. Thespirits of the herd animals the tribe tends to, theprey the tribe hunts, the crops the tribe harvests— all of these need attention, too, and mattermore often than a titan or god does. Everysingle action a barbarian performs has a ritual aswell as a mundane significance. Since it’s notfeasible to perform a rite every time any tribemember does anything at all, barbariansgather at appointed occasions to honor allthe spirits of a particular type: At theturning of the season, for instance, orthe new or full moon, or the solsticesand equinoxes. But sensible barbariansnever forget that individual actions al-ways count.

TOTEMSBarbarian culture draws heavily on the

power of totemic animals (and occasionallyplants). These spirits embody the essence oftheir respective lineages, and oversee the life oftribes that serve them.

For instance, Bear totem encompasses ev-ery distinctive feature of the various kinds ofbear: great strength, massive bulk and thick fur,nurturing care for their young, mighty clawsand jaws, confident domination over their lands.Every bear carries the spark of Bear withinitself, a gift given at birth and withdrawn atdeath, and peoples who accept Bear as theirtotem (and whom Bear accepts in return) be-come kin to the bears. A tribe that follows Beargains renown as one of the Bear People, and islikely to flourish in the sorts of mountains andforests where bears live most successfully.

Sharing a totem doesn’t mean that every-thing goes smoothly between the Bear Peopleand the bears. Totems seldom bother to telltheir animal kin about any special treatmentdue to their peoples, and the animals will hunttheir kin just as vigorously as they might huntany others of the humanoid races. Nor does theBear People’s respect keep them from usingbear hides, claws, sinews or any other part of theanimals they hunt themselves. Kinship doeslead to respect, but this is very often the respectgiven to worthy opponents rather than the sortgiven to one’s own family and allies.

Some tribes honor just one or a very fewtotems, particularly in lands where only a fewanimals reign supreme. Albadian tribes eachbear the name of their greatest totem: thePeregrine, the Snow Wolf, and the like. Othertribes honor several totems more or less equally,

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and their tribe names generally refer to places or othersignificant associations.

ANCESTORSAll barbarians live with the knowledge that a

person’s spirit endures past the death of the body, andthat the spirits of their ancestors take a continuinginterest in the tribe’s affairs. For most tribes, in fact,ancestor spirits are among those who most frequentlyinteract with the tribe’s living members.

Ancestor spirits are not undead if they’ve beenproperly buried. The details of proper burial vary widelyfrom one tribe to the next, however. The mandate toprotect an ancestor’s body from harm, for instance,leads one tribe to cremate their dead, another to burythe bodies very carefully, and another to flay thecorpses and leave them where only worthy predatorsmay feast.

A deceased ancestor can be quite useful to a tribe.The spirit can provide those with the proper ritesdecisive knowledge about what has occurred in thepast, and fairly good appraisals of what’s currentlyhappening. The future is difficult to see however, andan ancestor necessarily perceives it wrapped in his ownhopes and fears. Any information the ancestors carryabout the future may turn out to be wrong, or onlysymbolically true, and is often as much a matter ofexhorting the living to do right as it is to tell them forcertain what will happen.

During the tribe’s most important festivals, mem-bers take turns reciting the most significant eventssince the last such occasion. These public narrationsestablish the shared history of the tribe, and the ances-tors listen and remember along with the living.

BARBARI AN MAGICThe vast majority of barbarian tribes regard magic

of all kinds with a cautious, unfriendly skepticism.Controlling the world directly by force of will or bydirecting spiritual forces is… well, it’s not the wayhumans, elves, dwarves and the other humanoid racesdo things. People use their bodies and tools — real,tangible tools. Magic is at best a form of cheating, a verygrave sin in societies where personal achievement andhonor count for so much, and at worst it’s a power thatmust inevitably rot the soul of anyone who tries towield it.

Of course, it’s easier to despise a whole category ofanything when it’s far away. All the various divine andarcane magic styles, practiced in the cities, blur to-gether for a small tribe in the midst of a winter storm orsummer drought — while the small but useful magicpracticed by the tribe’s own shaman seems very differ-ent. The magic of one’s neighbor, kin or fellow initiateis usually accepted as a useful tool, while the powers ofoutsiders are seen in a more nefarious light.

Some tribes enthusiastically embrace one or moreapproaches to magic — most notably the sorceresses ofAlbadia. However, quite often a tribe who turns tomagic is one that has suffered a whole series of devastat-ing defeats; this accounts for the reputation of magic,among barbarians, as being the tool of victims andlosers. When weapons and cunning and stealth all fail,the desperate hope that magic may serve. It seldomdoes, of course. A tribe badly enough beaten to feel thatnone of its usual weapons work is almost always a tribefacing imminent extinction. The few tribes that makeextensive use of magic, and enjoy any general measureof success, strike all the others as very strange and mostlikely pawns of the dark forces that try to deceive andconsume all life. In principle there could be some honorin serving the greatest of destroyers, given the role ofinevitability and fate, but in practice most tribes preferto remain their own masters and avoid the temptationsof subservience. Other tribes reject some magic, or allmagic, as necessarily dependent on powers to whombarbarians ought not bow. In-between lies the commonpractice of general skepticism and individual accep-tance.

ARCANE MAGICWizards are the least common of barbarian

spellcasters. The elaborate props wizardry requires re-mind too many barbarians of sedentary societies andthe vices that flourish there, and the lore wizardsmaster necessarily draws them away from the rest of thetribe into strange, solitary pursuits. Only tribes thatmaintain permanent settlements can afford wizards atall, and as these are usually the tribes closest to civilizedlife, they’re the ones most concerned with maintainingclear distinctions between their ways and those of thecities. Wizards are therefore least welcome preciselywhere they’re most viable. The few tribes that doaccept and train wizards usually have a tribal historythat includes a civilized past now lost to them, of whichwizardry is one legacy still useful for the nomadicpresent.

Sorcerers flourish in many tribes, though they’realways subject to some scrutiny because of the moralrisks all magic can pose. But they can travel with nomore complications than a crafter with bulky tools, andmost barbarian sorcerers maintain at least a few levelsof combat-related classes so that they can take part inthe struggles that define the tribe. Depending on thetribe and the particular traditions in which a sorcererhas been trained, sorcery may or may not seem to thesorcerer to be what civilized people think of as arcanemagic. Many sorcerers practice their art as a form ofshamanism. Their verbal components are chants andinvocations of suitable spirits, their somatic compo-nents are dances and gestures that echo the movementsof tribal totems, and their material components arecharms made from their totem animals’ carcasses.

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Bards are as common as sorcerers, or even moreso. Societies without widespread literacy depend onthe keepers of lore to remember their shared history,and their aptitude for hunting knowledge and render-ing it into usable chunks makes them valuable forscouting, diplomacy, and the like. It’s unusual but notextremely rare for war-band leaders to gain a few levelsin bard so as to be better prepared for the demands ofsocial interaction with strangers. As with sorcerers, notall bards think of their abilities as magical — singing issinging, after all, and it’s just a matter of the righttechnique to produce the particularly potent effects ofbardic music.

DIVINE MAGICMost tribes have a single individual or family

lineage to attend to religious matters. The gods, titans,or other great spirits the tribe serves, need their specialattention, in addition to the many smaller spirits whomthe druids address. In many tribes, clerical duties aresomething that widows past childbirth or warriorswounded too gravely can take up, so that the priestsmay be mostly older individuals with a lengthy historyof some other sort behind them.

Only the most fanatically anti-magic tribes lackone or more druids. Clerics are important because the

gods cansquash a tribe like so

many bugs if they choose to. But they usually don’t payenough attention to bother, leaving the tribes to theirown devices. The countless spirits, on the other hand,are constantly active in the midst of tribal life. Wherethe scholarly pursuits of wizards may seem effete andlazy, druids of the tribes are often quite visibly over-worked. To be a tribal druid is to be in constantconversation with the minor unseen powers of theworld, beings who are always demanding favors andtrying to drive the best bargains for their own services.The powers of knowledge available to druids are inconstant demand as well, and it’s generally the casethat a druid could be usefully occupied in half a dozenplaces at once, every waking moment.

In some tribes the spirits begin speaking to giftedchildren, and characters of this background wouldhave druid as their first class. The spirits becomequieter as the child ages, and a character could thenmulti-class over to barbarian or something else uponleaving the age of greatest awareness. In other tribes thespirits begin speaking most clearly to those who’vecome to the brink of death, or who have in fact died andreturned, so that characters do not become druids untilsustaining massive injury or coming back from death

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thanks to the magic of others. In still other cases,druidic mastery develops in parallel with a secondaryfield of prowess, the spirits choosing to talk only tothose of growing competence; druids of this sort gain alevel of druid, then a level of something else, alternat-ing back and forth. Finally, some druids develop theirpowers in middle and old age, after giving up otherpursuits. Almost all tribes have a preferred and com-mon pattern of development, but variations on eachtimetable do occur. The only true imperative on thematter is that individuals vary as fate requires them to.

Adepts flourish, among nearly all tribes that haveany individuals with the talent, for the same reasonsthat sorcerers are so welcome. Even though they’re lesspowerful than clerics or druids, the ease with whichadepts can travel — many even practicing their dailyhour of prayer while in a trance-like state on horseback— lets them aid the tribe without slowing it downsignificantly. For reasons little known and often arguedover, adepts occur much more frequently among bar-barian tribes than in civilized cities. Barbarians thustake the adepts’ presence as one more sign of the innatesuperiority of their way of life.

BARBARI AN FAITHSThe beliefs of the various tribes are as distinctive

as the tribes themselves. Some see themselves as theinheritors of the legacy of the fallen titans; othersconsider their people the harbingers of Vangal’s willand thus the bringers of rage and devastation. But onething is certain – the faith of a tribe is inseparable fromits identity.

CHILDREN OF THE TITANSFor most barbarians of the Scarred Lands — both

on Ghelspad and on Termana — the world has one trueset of rulers: the titans. They thoroughly obliterated alltraces of whatever came before them, so much so thatignorant city-clinging peoples think the titans actuallymade the world. To be sure, in the last few generationsthe gods have beaten the titans, but tribal histories tellof countless wars in which the side that wins earlybattles is defeated in the end. The titans endure; anduntil they cease to exist, the tribal people know that thegods do not truly stand victorious.

Titan-worshipping tribal people are what mostcivilized societies have in mind when they say theepitaph “barbarians,” referring to the tribes devoted tolives of intense passion unclouded by the moral con-cerns that occupy the gods and their worshippers. Asbarbarians see it, of course, they’re the ones with a trueand meaningful morality, concerned with honor andexcellence in the face of an uncaring world, their visionundimmed by rules that let the weak and cunningshackle the strong and brave.

HOW THE TITANS’ CHILDRENWORSHIP

The worship of the titans is a bloody matter.The most common practice assigns the first day of

each month as holy to one of the titans, workingthrough the list in alphabetical order. Since there are16 months in the standard calendar and only thirteentitans, the occasion for each titan shifts by one fullseason each year. Barbarians who worship the titans saythat the 13-month year their cycle suggests is the trueScarn year, and that when the titans finally crush thegods, the extra four months created to give all the godssomething to call their own will disappear. A handfulof zealots claim that the 16-month year is an illusion;they devote themselves to dressing and behaving inaccordance with what they think the season really is.Most titan worshippers settle for simply hoping for thereturn of the true year.

On a titan’s holy day, the barbarian worshippersoffer up a sacrifice of titanspawn who also worship thattitan. If no titanspawn are available, other humanoidtribesmen will serve. In the absence of tribal rivals tosacrifice, the offerings must come from within the tribe.Some choose their victims at random by lot or games ofchance, some select the weakest and most ineffectualmembers, and some offer up one of their greatestchampions. Each approach draws on a particular un-derstanding of the titans’ interest in the tribe. Randommethods allow the titan to make a selection withoutexplanation to the tribe, testing their sustained devo-tion as well as selecting the individuals most pleasing tothat titan. Purging the weak serves the tribe just asculling serves every sort of herd, strengthening thetribe for continued service to the titan. Sacrificing oneof the best forces the tribe acknowledges the mortals’weakness in the face of the titan, while granting thevictim immediate access to the titan’s presence in thespirit world.

A few tribes, particularly in the Blood Steppes,make effigies of their chosen victims and burn thoseinstead. Many outside of these tribes look upon thispractice with scorn — wood and straw are all very well,but they are not flesh and blood, and most titan-worshipping barbarians firmly believe it’s just a matterof time until the effigies give rise to a bloody harvest oftitanic revenge.

Whatever the means, most tribes choose one sac-rifice per month for every 200–500 members.

WHO THEY WORSHIPNearly all titan-worshipping barbarians acknowl-

edge all the titans as worthy of praise, while singling outone in particular as a tribal favorite. Myths and talesexplain how the tribe has enjoyed that titan’s blessingsat crucial times. Usually significant is how the tribe

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made it through the Titanswar, despite all the manydangerous of the era.

The favored titan is usually one appropriate to thecircumstances of the tribe: Golthain for tribes oftenworking in darkness, Gulaben for tribes in stormy areas,Thulkas for tribes in parched lands, and so on. Honor-ing the titan who bears responsibility for the currentconditions is seen as a sensible thing to do, and helpsprotect the tribe from the curses that befall those whoinsist on trying to change the world rather than adapt-ing to what fate gives them. Tribes with long historiessometimes continue to give primacy of place to thetitan who ruled the realm they’ve had to leave behind.

Worship of the titans often goes hand-in-handwith worship of the panoply of spirits that are part ofthe lives of most barbarians. Some tribes trace entiregenealogies of spirits, and believe that each lineagetraces back to one titan or another; others insist thatthe various races of spirits are in fact pieces of the titansthemselves, knocked loose in the epic struggles of agespast or more recently created by the turmoil of theTitanswar.

Ancestor worship is almost universal among bar-barians, even while they give their primary reverenceto the titans. Ancestors form the unseen mass of thetribe; lending strength to the visible, much like a buriedrock or iceberg supports what little is perceived. To-gether, the living and the dead add up to a collectivepower that can command respect even from the titans— at least so the tribes believe. Regardless, ancestorsare vital components of any tribe; for they remind thetribe of what has come before, protecting their descen-dants from the lies foisted on them by enemies and foolsin the modern world.

WHO THEY DON’T WORSHIPNo tribe honors both gods and titans. Those who

grant supremacy to the titans cannot regard the gods asanything but usurpers; though titan-worshipping tribesdiffer as to how long they believe it will be before thegods fall, and there is some debate as to whether thetitans will be able to return to their old glories once thegods are destroyed. The gods appear in the lore of thesetribes as alien things, who do not belong to the whole-ness of the world in the way that everything native toScarn, good and bad, does.

About one tribe in five also rejects the worship ofthe spirits. They perform rites to appease particularspirits when necessary, but feel that nothing less pow-erful than the titans deserves regular honor or sacrifice.The spirits, even the very powerful ones, are them-selves only servants of the titans — and just as thebodyguard owes no fealty to his lord’s tailor, so human-oids and titanspawn ought not worship the spirits.

THE MAGIC OF THE TITANS’CHILDREN

Titan worshippers’ magic is almost always brutaland direct, lacking in subtlety or nuance. The titansaren’t stupid, and neither are their followers; they’resimply uninterested in indirect means.

• Bards: Bards are welcome in virtually all titan-worshipping tribes. The music of these bards draws onthe ancient rhythms of the world, with a great deal ofpercussion and very little in the way of sophisticatedmelody or harmony. To outsiders, some of these com-positions are not even perceived to be music, as theyconsist entirely of imitated natural sounds in suitablerhythms: the fall of rocks, the cascade of water, thecrack of flames, and so on.

• Druids: Druids flourish among all titan worship-pers, except for those who reject worship of the spirits.In these tribes, druids face exile or death. Elsewherethey are honored members of the community, useful ona daily basis for all the duties that arise between themonthly sacrifices.

• Sorcerers: Sorcerers likewise flourish, even orperhaps especially among the spirit-rejecting tribes.Everyone in the Scarred Lands needs magic to improvetheir chances of survival, and sorcerers can combinetheir arts with warrior prowess quite readily. Sorcerersalmost never become tribal chieftains, since magic isseen as distracting one from good rulership. They do,however, often serve as advisors and aides to the chief.

• Wizards: There are no wizards at all among mosttitan-worshipping tribes. Wizardry is a thing of thegods, the weapon of Enkili and the theft of Mesos’rightful gift to sorcerers. Would-be wizards must prac-tice in secret as best they can.

• Adepts: Adepts are universally welcome, andoften serve as adjunct or assistant priests and lore-keepers. Barbarians need to do much with few resources,and this makes the adept’s flexibility — despite theirlimitations — very appealing. Adepts often serve thetitan pantheon as a whole.

CHILDREN OF THE GODSThe two great pillars of strength for tribal societies

are tradition and success. However, with the Titanswar,barbarians have had to choose between these twoforces. Titan worshippers favor tradition even when it’snot currently rewarded by success. Tribes who worshipthe gods have chosen success even though it requiresleaving ancient traditions behind.

Of course, by now the eldest gods are as thoroughlyrooted in the life of the Scarred Lands as anyone else,with their reigns going back many generations. Inparticular, the tribes that honor Vangal the Reaverpoint out with justification that in serving him, theyhonor success and tradition. But where the two con-flict, the gods’ worshippers say, the only sensible choice

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is in favor of present victory. The members of a tribechallenge and depose unworthy chiefs, and ought toengage in the same practice with those they worship.

Worshipping the gods creates a distinct culturalproblem for people of the tribes. The gods are necessar-ily associated with the new civilized societies of theworld, those that rose to their present influence be-cause of the turmoil during and after the Titanswar.Barbarians, who also worship the gods, concede that inthis case the civilized people have a good idea; indeed,they often express surprise at the fact that these other-wise dimwitted societies actually recognized it was thevictors who should be worshipped. But at the sametime, the barbarians must make sure that no one con-fuses them with the peoples of the city. The smaller thedifferences between tribal and urban life, the more theremaining distinctions matter — at least to the tribe.Thus, it’s the tribes closest to sedentary existence whomost passionately hate what the cities stand for andwho most actively war against it. They can’t simplydismiss the threat of urbanization the way more fullynomadic tribes do, for they see it in their own homesand the faces of their well-fed children.

HOW THE GODS’ CHILDREN WORSHIPThe barbarians who worship the gods seek to

emphasize the aspects of their deities that civilizedpeoples cannot or will not address. Above, this meansmobility and violence, since cities cannot move andsedentary society always transfers the legitimate use ofviolence from individuals to central authorities — tothe barbarian, no man may exact justice for another, forit is the ability to exact one’s own justice that makesone free.

Some tribes maintain their altars and temples aspermanent installations, hidden away from strangersand well removed from their usual routes. Because ofthis secrecy, the great rites of these tribes happen rarelyand require special journeys on the part of the entiretribal community. Others have no permanent artifactslarger than what the tribe can carry on its regular ridesand marches, and set up temporary altars that aredestroyed as soon as a rite is finished. In the last fewgenerations, a very old and almost forgotten practicehas come back into widespread use. The priests markout, in dirt or grass, the names and symbols of the godsbeing honored. This “writing” can cover spaces of 50 to500 feet wide, with lines one to three feet across. Themembers of the tribe then walk along the lines, singlefile. Doing this, they believe, brings the inscriptions tolife, writing them on the world for the spirits far awayto see. Some tribes then destroy the lines, while othersleave them in place for future use.

The god-worshipping tribes don’t indulge in sacri-fice with anything like the titan-worshippers’ enthusiasm(save perhaps those who revere Vangal). They engagein religious violence up to the point of major bloodshed

and injury, rather than to death. Ritual scarring andtattooing are ubiquitous among the god-worshippingtribes, with the blood shed in the act caught and usedas incense in major ceremonies. Most gatherings alsofeature ceremonial duels, but participants aim to woundeach other as much as possible without inflicting lethaldamage. (Any duelist who does kill his foe will himselfbe sacrificed along with the body of his opponent.)These acts reaffirm that all the members of the tribe canengage in bloody deeds and that they are each preparedto deal with the consequences.

Most god-worshipping tribes hold a single greatceremony at the start of the year. Which solstice orequinox a tribe favors for this purpose varies wildly,though there’s a slight plurality in favor of the start ofsummer as the beginning of the tribe’s period of “newgrowth” and greatest activity. Smaller holidays markthe changes of season and sometimes the transitionsbetween each month.

WHO THEY WORSHIPLike their titan-worshipping rivals, the god-wor-

shipping tribes usually honor one or a few gods morethan the rest — even as they acknowledge the essen-tially supreme nature of all the gods. Two extremesprevail among tribes who often deal with civilizedsocieties: either the tribe favors the same gods butemphasizes all their barbaric qualities, or the tribefavors the gods most opposed to those worshipped inthe nearby cities.

All god-worshipping barbarians also acknowledgea great many spirits as deserving of veneration at theappropriate times. There’s an instructional element inmuch of this worship however, as spirits are remindedthat the gods really are in charge and that as the gods’representatives in the world, the tribe deserves specialrespect back from the spirits. These tribes recognize thechanges in authority that have been created by theTitanswar, and they take what action they can toestablish themselves favorably in the newly formingchain of command.

WHO THEY DON’T WORSHIPAs far as the tribes that worship the gods are

concerned, the titans have altogether forfeited theirrights of kingship. They retain great personal powereven today, but they have given up all claims of author-ity. In time, it is assumed they will weaken, turn in onthemselves, and become just that many more particu-larly obsessed demons. It’s happened before; at leastsome of the demons that now infest the world wereonce unsuccessful rivals of the titans. It will happenagain, as inevitably as minds weaken in old age andbodies crumble in death.

The god-worshippers have no desire to give up thegeneral barbarian practice of ancestor worship. Unfor-tunately, circumstance forces most of them to do just

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that — ancestors of more than a few genera-tions back almost always worshipped the titansand passionately hate their descendants forgiving up that practice. Defensive necromancynecessarily flourishes among these tribes, sim-ply to keep angry ghosts in submission. As timepasses and god-worshipping elders pass on, thestruggle eases slowly, with the recently deadfighting back the others. But it will be manygenerations yet before all the passionate titan-worshipping ancestors have faded away, beendestroyed or suffered permanent captivity ofsome sort. In extreme cases, tribes who take upthe worship of the gods must abandon theirtraditional grounds to leave tombs and otherrelics behind.

THE MAGIC OFTHE GODS’ CHILDREN

Regardless if a tribe favors gods or titans, inpractical terms its needs and wants in magicdiffer little. The gods’ worshippers do makemore use of arcane magic, for two reasons. Theabove-mentioned unsettled nature of spiritualhierarchy makes druidic and other animisticpractice somewhat risky, while the gods seemto grant their worshippers new insights intopractical applications of arcane magic.

• Bards: Bards matter to these tribes just asmuch as they do to the others, and for the samereasons. It’s not uncommon for a bard, whosetribe worships the gods, to spend months oryears at a time traveling — alone or with a fewcompanions — among other societies who fa-vor the same gods. The bard can then return tothe tribe with important insights that the strang-ers may not have even realized they had. It is astrange thing in some ways to have a god whois younger than the history of the tribe, andbards are crucial to creating and strengtheningthe tribe’s shared ideology.

• Clerics: Clerics are rare but importantamong these tribes, and most tribe-folk wouldlike to have more than they do. When a tribe isfortunate enough to have several clerics, they’reencouraged to spread their domain lore as widelyas possible. A little overlap is acceptable, butthere’s so much to know and do that duplica-tion is too costly a luxury.

• Sorcerers: The god worshippersuse sorcerers and value them just astheir titan-worshipping rivals do.

• Wizards: There are more wiz-ards among the god-worshipping tribes,despite the difficulties in maintainingthem, for two related reasons. First, it’sslightly easier to trade arcane lore with

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civilized peoples when there’s a shared religious out-look. Second, many tribes regard tribal wizards as aspecial sort of weapon in the general arms race: notparticularly welcome in themselves, but necessary aslong as the enemy has some. Wizards in tribes with thislatter philosophy almost always ply their craft in secret,and if the tribe has any permanent settlements thewizard usually lives and works there.

• Adepts: Adepts are as useful to the god-worship-ping tribes as to all others, and serve in similar roles.

CHILDREN OF THE SPI RITS AND ANCESTORS

About one tribe in ten rejects the gods and titansalike, just as they reject emperors and other potentates.The gods and titans did nothing for the tribes exceptruin the world, and even when the tribe gains in somemeasure — as the nomads of northeastern Ghelspaddid when the forests became steppes — it’s seen as justthe accidental blessing of a despicable act. It would beone thing if the Titanswar had mostly damaged thosewho wished to take part in it. But while every war bandknows that there are always some unintended deaths inthe heat of battle, there’s a difference between honor-able combatants fighting for their cause and willful actsof mass destruction. The gods and titans deserve noth-ing but scorn.

The degree to which tribes reject even the lesserpowers of the world varies widely. Some choose tohonor no spirits at all, except their own ancestors.Others acknowledge a few kinds of spirits, particularlythose of the local land and prey, and still others givesacrifice and honor to a great many kinds of spirits.When the rejecting tribes meet, they argue intenselyabout the scope of proper worship even while agreeingon the vileness and depravity of their shared enemies inthe heavens.

HOW THE OTHERS’CHILDREN WORSHIP

Instead of a few big ceremonies, the rejectingtribes usually favor a nearly constant flow of smallrituals. Make a significant action, give a small gestureof respect to the spirits who helped make it possible.Plan an upcoming event, briefly petition for the favorof the spirits who will be affected by it. Suffer anembarrassment or defeat, make a sacrifice to the of-fended ancestors. For the rejecters, the ritual is part ofthe action itself, no more dispensable than cord is whenone wishes to string a bow.

For those who’ve turned their backs on the would-be kings of the world, everything counts. Yes, theturning of the seasons matters, but so does the turningof the day and of each hour. Indeed, the world is so fullof significant things that it requires some tribe mem-bers to devote themselves exclusively to the lore of

ramifications. The others in the tribe come to consultthese sages, who have the authority to interpose them-selves if they foresee trouble arising out of ignoranceabout necessary rites. Without spirit kings to rely on forrelief from the consequences of their mistakes, therejecting tribes must proceed very carefully indeed.

THE MAGIC OFTHE OTHERS’ CHILDREN

While the rejecting tribes necessarily lack theclasses devoted to worshipping the gods and titans,they do strengthen the roles of other professions. Thesetribes are almost always fully nomadic, without perma-nent settlements of any kind, and this further limitstheir options for certain spellcaster classes.

• Bards: Bards are just as important to the reject-ing tribes as to the others, and often more so. They domost of the lore keeping for the tribe: where the tribehas gone, what happened, and what spirits reacted inwhich ways to their actions. Thus, bardic knowledge isoften the key to unraveling the mysteries behind anupset spirit, which can spare a tribe a prolonged periodof haunting or other torment.

• Druids: Druids discern the rhythms of the tribe’slife and determine which passages need commemora-tion. Burial, birth, the start or completion of aparticularly difficult hunt — these are all events requir-ing a druid to properly consecrate. When the tribewishes to perform a sacrifice, particularly of capturedclerics from other tribes or civilized societies, druidsalso perform the deed.

• Sorcerers: Sorcerers hold a place of great honorin most rejecting societies. They generally regard them-selves not as possessing an innate power, but of drawingthe spirits’ power through themselves. Thus, spells offire begin with the sorcerer calling up a spirit of fire anddirecting it, while spells of healing expel the spirits ofdisease and injury from a body. The mechanics ofspellcasting work the same as ever, but the experienceof this type of sorcery is quite unlike that of othercommunities. Sorcerers and druids, therefore, oftenwork in partnership to understand a situation and applyall the magical responses deemed appropriate.

• Wizards: Very few rejecting societies have anywizards, and most regard them with great suspicion asthe dupes (witting or otherwise) of the tyrant gods.

• Adepts: Adepts occur with more frequencyamong the rejecting tribes than in other barbariansocieties. Sages of the rejecting tribes say that this isbecause the spiritual tyrants fear the adepts’ flexibilityand independence, qualities that come in very handyfor the rejecters. A few tribes go so far as to steal youngadepts from their rivals and then train up the childrenas their own — so as to encourage an infusion of theadept’s gift into the tribe’s lineage.

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It is the nature of warfare to constantly develop newinnovations. Fighting styles, tricks, tactics — all ofthese things, when properly employed, may win the day.From new fighting maneuvers to the barbarian’s mysti-cal connection with animal spirits, this appendix detailsnew feats and fighting options that you can use in anycampaign.

VARI ANT RULESWhat follows are a series of variant rules that the

GM may choose to use in order to further customize agame.

VARIANT RULE:DETECTING STYLE

The style a fighter has learned, whether regional orschooled, has an impact on the way that person fights.Once per encounter, you can make a Sense Motivecheck (DC 10) to determine what styles a given fighteris trained in. The base DC may be modified as indicated.

On a successful check, you identify an opponent’sfighting style well enough to know his key strengths and

weaknesses in terms of combat ability. You gain a +2circumstance bonus to Bluff checks when performing afeint against that opponent, as well as a +2 circumstancebonus to Sense Motive checks to avoid feints from thatfoe. Additionally, for every two points by which youexceed the DC, the GM may confirm one specificcombat feat that your foe has.

VARIANT RULE:PERMANENT WOUNDS

When falling below –10 hit points, the characterdoes not automatically die. Instead, he is granted a

CircumstanceCircumstanceCircumstanceCircumstanceCircumstance DC ModifierDC ModifierDC ModifierDC ModifierDC ModifierObserver is familiar with style +0Observer has only seen style +5once or twiceObserver has only heard of the style +10Opponent uses Feat associated –5 per featwith style (prior to attempted (–15 max)identification)Opponent tries to disguise style Opponent’s

Bluff check

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APPENDIX ONE: THE WAYS OF BATTLE

Fortitude saving throw (DC 15 + amount of damagesuffered in excess of –10 hit points). Failure on thisroll indicates that the character has died, as per thenormal rules.

Success, however, means that the character is con-sidered to have stabilized, but has taken a grievousinjury. The character suffers 1d4 points of ability drainfrom an ability rolled on the following table. A coup degrace will still kill the character, as normal. This abilitydrain may be healed through the use of restoration andsimilar magics, though the character will always havesome kind of scar or other physical indication of thenear-fatal injury.

VARIANT RULE:PRONE MOVEMENT

You normally crawl only 5 feet, regardless of your speedwhile standing (PHB, Chapter 8, "Move Actions"). With thisvariant rule, you crawl at one-quarter your normal speed(round down to the next 5-foot increment to a minimum of5 feet). You may take a double move action while prone, butcannot run. So, an elf fighter (speed of 30 ft.) crawls 5 feet ina prone move action, but a human barbarian (speed of 40 ft.)crawls 10 feet.

VARIANT RULE:SIGNATURE STRIKE

Many warriors like to prove their skill — and theircontempt for an opponent — with a clever strike, such ascarving a mark or initials into an enemy, or “counting coup”with a strike that proves that they could have harmed theiradversary had they chosen to.

To perform a signature strike, make a melee touch attackat a –2 penalty. Success inflicts no damage (although theremay be slight bleeding in the case of marking an opponent —cosmetic damage that does not affect the target’s hit points),but grants you a +2 to your next Bluff or Intimidate roll againstthat enemy.

VARIANT RULE:STAPLING

You can use a piercing weapon to puncture an opponent’sfoot or other extremity, driving the blade through your foe’sbody and into the ground or other appropriate surface. Ifsuccessful, this pins an opponent in place.

To attempt to staple an opponent, roll to hit at a –5penalty. This provokes an attack of opportunity. Your oppo-nent must suffer damage from the attack, and that damageamount must be sufficient to pierce the hardness of the surfaceto which your foe would be pinned. If so, your opponent isconsidered stapled, losing his Dexterity bonus to AC, as wellas any dodge bonuses. In addition, he may take no movementwithout first freeing himself.

Pulling free quickly from the stapling is a free actionthat requires a Strength check (DC 5 + the hardness ofthe material to which the opponent is stapled). Doing soquickly inflicts the weapon’s base damage, however.The stapling may instead be removed with a standardaction, which inflicts no additional damage.

VARIANT RULE:WEAPON SPEED FACTOR

Some weapons are faster to use than others. Adagger may not do as much damage as a greatsword, butit can be brought to bear much faster. GMs who wish toreflect this fact in their campaigns may wish to applyweapon speed rules.

d% Rolld% Rolld% Rolld% Rolld% Roll AbilityAbilityAbilityAbilityAbility Wounds and SymptomsWounds and SymptomsWounds and SymptomsWounds and SymptomsWounds and Symptoms01–25 Strength The wounds have damaged

muscle tissue,making itharder to exert muscle power.

26–50 Dexterity Tendons and even nerveshave been damaged,causing the character tohave tremors and unsteadyhands. This makes itespecially difficult to balanceand perform delicate tasks

.51–70 Constitution The wound simply doesnot heal well, constantlyinfecting and causing thecharacter fevers and aweak immune system.

71–80 Intelligence The wound is likelyhead trauma of some kind,making it difficult for thecharacter to thinkclearly and remember things.

81–90 Wisdom The character suffersfrom lessened perception,sometimes due to damagedsensory organs. Thecharacter is also likely tobe frustrated andshort-tempered from pain.

91–00 Charisma The wound leaves uglyscarring or stinkingseepage, which drawsnegative reactionsfrom others.

Note that the use of this option can make a cam-paign simultaneously more and less gritty. That is, usingthis rule, characters are less likely to die in battle.However, they are also more likely to carry around uglyscars, seeping wounds and other grim indications ofbattle. The GM should take this into considerationwhen implementing this rule.

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TABLE A1–1:WEAPON SPEED FACTORS

QUICK WEAPONS: SPEED FACTOR 4Simple Weapons, Melee: dagger, gauntlet,

halfspear, punching dagger, sickle, spiked gauntlet,unarmed strike

Simple Weapons, Ranged: dartMartial Weapons, Melee: cutlass*, rapier,

saber*, sap, scimitarMartial Weapons, Ranged: shortbowExotic Weapons, Melee: kama, nunchaku,

sai, siangham, whipExotic Weapons, Ranged: shuriken

STANDARD WEAPONS:SPEED FACTOR5

Simple Weapons, Melee: club, heavy mace, lightmace, longspear, quarterstaff, spear

Simple Weapons, Ranged: javelinMartial Weapons, Melee: battleaxe, falchion,

flail, guisarme, handaxe, heavy flail, kukri, kukri sword*,light hammer, light pick, longsword, spearstaff*, shortsword, throwing axe, warhammer

Martial Weapons, Ranged: compositeshortbow, longbow

Exotic Weapons, Melee: bastard sword, chainand weight*, dwarven waraxe, gnome hooked ham-mer, hookspear*, iron war fan*, rope and weight*,spiked chain, warscepter*

Exotic Weapons, Ranged: repeatinglight crossbow

SLOW WEAPONS: SPEED FACTOR 6Simple Weapons, Melee: morningstarSimple Weapons, Ranged: slingMartial Weapons, Melee: featheraxe*, glaive,

greataxe, greatclub, greatsword, great kukri*, halberd,heavy pick, lance, light lance, ranseur, scythe, trident

Martial Weapons, Ranged: composite longbowExotic Weapons, Melee: bladed chain*, dire flail,

dwarven urgrosh, orc double axe, two-bladed swordExotic Weapons, Ranged: blowgun*, bola*,

net, repeating heavy crossbow*See Appendix Three for weapon

description.

With weapon speed, you ignore this standard itera-tive of 5 to your base attack bonus. Instead, each weaponhas a speed factor that subtracts from your total baseattack bonus to determine your number of attacks perround (and the base attack bonus for each). You arelimited to a total of five attacks per round. So, usingweapon speeds, the 9th-level fighter with a +9 base attackbonus fighting with a dagger receives three attacks at +9/+5/+1, rather than the standard two at +9/+4.

Using weapon speed factor encourages characterconcepts like knife-fighters. After all, the increasednumber of attacks helps balance the reduced damagequick weapons inflict against the greater damage thatlarger, but slower, weapons can deal out.

Weapons and their speed factors are listed on TableA1–1: Weapon Speed Factors.

NEW FEATSWhat follows is a selection of new feats that any

character may take. Those feats available to fighters aspart of their bonus feats (PHB, Chapter 3, “Fighter,”Class Features) are noted as relevant.

ADVANCED MILITARYTRAINING [GENERAL]

With military training comes the ability to aidone’s troopmates. This feat allows the character toharass opponents in order to grant teammates the bestadvantage.

Prerequisites: Base attack bonus +3, Military Train-ing.

Benefit: When using the aid another action (PHB,Chapter 8, “Special Attacks”) to help an ally who alsohas the Military Training feat, you grant the ally eithera +4 circumstance bonus to attack a specific opponent,or a +4 circumstance bonus to the ally’s AC against thatopponent. Alternately, when performing aid another,you may simultaneously grant an ally a +2 circumstancebonus to attack an opponent as well as a +2 circum-stance bonus to AC against that same opponent.

Normal: The aid another special attack normallygrants only a +2 bonus, which may only be applied todefense or offense.

Special: A fighter may select this feat as one of hisfighter bonus feats.

BATTLE CRY [GENERAL]The call to battle can be a powerful tool or weapon

in its own right. Various regional fighting styles oftenidentify themselves with particular battle calls, whilebarbarians habitually use terrifying ululations or exulta-tions to their ancestors in combat. In any event, thesecries can serve to demoralize and frighten opponents.The battle cry can also bolster the spirits of the warrior’sallies, though the strong-willed among allies and enemyalike are often unaffected.

The standard rules automatically apply a factor of 5to all iterative attacks — that is, the rules subtract 5 fromyour base attack bonus to determine how many attacksyou may take each combat round. So, a 9th level fighterhas two attacks each round, one at +9 to his base attackbonus and another at +4 to his base attack bonus.

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Prerequisite: Cha 13.Benefit: With a free action, you make a battle cry

of some kind. Any enemy within 30 ft. must make a Willsave (DC 10 + your Charisma bonus); any resistances tofear effects apply to this save. Those who make the saveare unaffected. Those who fail it suffer a –1 moralepenalty on attack rolls, damage rolls and Will savingthrows. Conscripts and others not committed to thefight at hand will break and flee, if possible.

Your allies within 30 ft. must also make the Willsave. Those who succeed are unaffected; those who failreceive a +1 morale bonus on attack rolls, damage rollsand Will saving throws. Those who are unable to hear,or who are immune to fear effects or mind-affectingeffects are immune to the Battle Cry.

The effects of the Battle Cry last for 3 rounds + yourCharisma bonus. You may use this feat a number oftimes per day equal to 1 + your Charisma modifier(minimum of 1/day), although multiple uses do notstack.

Special: A fighter may select this feat as one of hisfighter bonus feats.

BIND [GENERAL]One of the primary benefits of flexible weapons is

their ability to entrap and enwrap opponents. With thisfeat, you can attack in such a way that your opponent isentangled in the length of the weapon.

Prerequisites: Base attack bonus +1, proficiency ina flexible weapon (spiked chain, whip, etc.).

Benefits: On a successful melee touch attack, youropponent becomes entangled (–2 to attack rolls, –4 toeffective Dexterity, move at half speed). An entangledfoe may take a move action to try and free himself. Youand the defender make opposed Strength or Dexteritychecks (whichever is greater for each). If you beat thedefender, he remains entangled. If the defender wins, hebreaks free. Your opponent may instead take a full-round action to get out of the entanglement. He succeedsautomatically, but provokes an attack of opportunity inthe process.

You may release the entangling weapon as a freeaction, but may not otherwise use the weapon while itis binding the opponent.

Special: A fighter may select this feat as one of hisfighter bonus feats.

BLINDSIDE [GENERAL]You are especially skilled with a reach weapon.

This feat is often used in shield-wall/polearm forma-tions, where one combatant wielding a polearm standsbehind another who bears a tower shield.

Prerequisites: Formation Combat, Military Train-ing.

Benefits: If you threaten an opponent who doesn’tthreaten you in return, you may take an attack of

opportunity when the opponent makes any attack. Thisfeat does not grant any additional attacks of opportunityin a round, although you may apply those gained fromCombat Reflexes or through other means, as appropri-ate.

Special: A fighter may select this feat as one of hisfighter bonus feats.

CLOTH DANCING [GENERAL]In some areas, the use of heavy armor is impractical,

due to intense heat or other conditions. In these situa-tions warriors who wear flowing clothes learn to use themovement of these garments to distract an attacker’saim. Some barbarian tribes of the deserts are especiallyknown for their raging, whirling warriors, draped incloth that whips about them as they battle.

Prerequisite: Dodge.Benefit: This feat grants a +1 dodge bonus to

Armor Class, which stacks with other dodge bonuses asnormal. Using this feat relies on both movement andelaborate clothing, so you may not apply the dodgebonus when bound or naked. Any situation that causesyou to lose your Dexterity bonus to AC likewise negatesthe dodge bonus. The benefits of this feat apply onlywhen you wear light or no armor. Additionally, this featmay not be used when grappling.

Special: A fighter may select this feat as one of hisfighter bonus feats.

DISARM RIPOSTE [GENERAL]Some styles of combat teach warriors to take ad-

vantage of momentary weaknesses, by disarmingopponents who make a clumsy attack. Most of thosewho use this technique wield light, quick weapons.

Prerequisites: Combat Expertise, Improved Dis-arm.

Benefit: Any time you use Combat Expertise toimprove your Armor Class in combat and an opponentfails to hit you, you may immediately make a disarmattempt. The disarm functions as normal (PHB, Chap-ter 8, “Special Attacks”). The attempt counts as anattack of opportunity, so you may not use Disarm Ri-poste if you have already used your available attacks ofopportunity for that round.

Special: A fighter may select this feat as one of hisfighter bonus feats.

DOUBLE BLOW [GENERAL]By mastering this technique, you have learned to

make a single devastating strike on an opponent usingtwo separate weapons. Members of the Beltanian andPelpernoi Vigils are renowned for their use of this tactic.

Prerequisite: Two-Weapon Fighting.Benefit: When wielding two weapons, make a

single attack roll. This attack is applied to both weaponsand is made at the normal penalty for two-weapon

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fighting (–4 penalty, or –2 penalty if one of the weaponsis light). Apply the roll separately against each weapon’scritical threat range, but take only a single roll (as withthe initial attack) to confirm any potential critical. Thisfeat may not be used with double weapons.

If your base attack bonus allows more than oneattack each round, you may attempt multiple DoubleBlows. Doing so is extraordinarily difficult, however:multiply the two-weapon fighting penalty by the num-ber of attacks being made. Thus, a character attackingwith a light weapon using Double Blow three timesapplies a –6 penalty to each of the attacks.

You do not receive additional attacks with your off-hand weapon when using this feat. Further, DoubleBlow is considered a single attack for the purpose ofeffects such as true strike.

Special: A fighter may select this feat as one of hisfighter bonus feats.

EXACT BLOW [GENERAL]Through the use of advanced techniques and mas-

tery of a weapon, you can deliver quick and preciseblows using this feat. This requires not only anticipatingevasive movements of a target, but also knowing thevital areas of an enemy in order to inflict the mostdamage.

Prerequisites: Dex 15, Improved Critical, WeaponFocus, Weapon Specialization.

Benefit: Using Exact Blow applies a –10 penalty tohit, but denies the target any Dexterity bonus to AC.Additionally, your weapon’s critical threat range istripled (this includes the effect of Improved Critical).You must be within 30 feet of a target to use this feat withranged weapons. The prerequisite feats of ImprovedCritical, Weapon Focus, and Weapon Specializationmust apply to the weapon used.

Special: A fighter may select this feat as one of hisfighter bonus feats.

FINISHING STRIKE [GENERAL]The art of finishing off a helpless foe with ease

requires more skill than one would think, but those whoknow the proper finishing strike techniques make itlook easy. This feat is most common to the HeadsmanSchool of Zathiske and the School of the Headsman’sSword in Hollowfaust.

Prerequisites: Cleave, base attack bonus +3.Benefit: You may take a coup de grace (PHB,

Chapter 8, “Combat Modifiers,” Helpless Defenders) as astandard action.

Normal: Performing a coup de grace is a full-roundaction.

FORMATION COMBAT [GENERAL]Moving and fighting in formation is more difficult

than fighting alone. Many organized armies train theirtroops extensively in order to achieve a smoothly function-

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TABLE A1–2: IMPROVISED WEAPONSCommon item Similar Damage Critical Range Type Special

WeaponLight Improvised WeaponsLong leather belt Whip 1d2 x2 10 ft. Slashing —Pint bottle/plate Dart 1d4 x2 15 ft. Bludgeoning Shards on floor act

as caltropsBroken bottle Dagger 1d3 x1 — Slashing —One-Handed Improvised WeaponsLight wooden chair Unique 1d4 x1 — Bludgeoning +2 trip and disarmBelt with heavy buckle Rope and weight* 1d4/1d6 x2 5 ft. Bludgeoning —Light Manacles Spiked chain 1d4 x1 10 ft. Bludgeoning —Heavy Manacles Chain and weight* 1d4/1d6 x1 5 ft. Bludgeoning —Two-Handed Improvised WeaponsHeavy wooden chair Unique 1d8 x2 — Bludgeoning —*See Appendix Three for weapon description.

ing formation. Those with this feat have learned to maketheir own maneuvers compliment those of their comrades.

Prerequisites: Military Training.Benefit: You gain a +1 circumstance bonus to

all attack rolls if an ally is within 5 feet. If at leastone ally within 5 feet also has Formation Combat,you gain a +1 dodge bonus to AC.

Special: A fighter may select this feat as oneof his fighter bonus feats.

IMPROVED STAPLE [GENERAL]Some combatants take pleasure in limiting

the movement of their opponents, giving not onlydamage but humiliation to their foes. Many knifeand spear fighters master this technique.

Benefit: You do not provoke an attack ofopportunity when attempting to perform the stapleaction. See “Variant Rule: Stapling,” above.

Normal: Attempting stapling provokes anattack of opportunity.

Special: A fighter may select this feat as oneof his fighter bonus feats.

IMPROVISED WEAPON [GENERAL]Most fighters and barbarians are only fierce

when they have their favored weapon in hand.Those with this feat are never caught unpreparedfor violence, as they can turn just about anythingin their reach into a deadly weapon.

Prerequisites: Dex 15, Wis 13.Benefit: With this feat, common items that

you wield are treated as weapons. You can impro-vise and fight with all manner of things — chairs,manacles, belts, bottles, plates, or just about any-thing that can inflict damage.

Items that resemble normal weapons aretreated as that similar weapon. Common examplesinclude: broken table legs (club); ale steins, rocks(gauntlet); belts, ropes, harnesses (whip); bed

sheet, drapery (net). If you lack proficiency in theweapon the item resembles, this feat reduces theattack roll penalty to –2 (rather than the normal–4). Additionally, you may elect to take ExoticWeapon Proficiency (improvised weapons) toeliminate the penalty from using any ad hoc items.

As noted on Table A1–2: Improvised Weap-ons, some makeshift weapons have special bonusesand effects. Lighter items do a degree less ofdamage, while heavy items might do more. Achair may be lightly built, doing no more than 1d4damage, but is +2 to disarm and trip. Criticals areusually poor, even for items that resemble weap-ons with a broad critical threat range and criticalmultipliers. The DM determines specifics.

Special: A fighter may select this feat as oneof his fighter bonus feats.

INITIATE OF THE SPIRIT WAYS [GENERAL]

Some individuals have a natural affinity withthe spirit world. Oftentimes they become sha-mans and oracles, mediating disputes between theworldly and the spiritual. These people stand outfrom their fellow mortals as something special,something more — at least in the eyes of spirits.

Prerequisite: Cha 13.Benefits: You receive a +2 circumstance bo-

nus for all Bluff, Diplomacy, Gather Information,Intimidation, and Sense Motive skill checks whenthose skills are used in dealings with spirits. Inaddition, there is no limit to the number of totemfeats you can have (see “Totem Feats,” below).

Normal: A character can normally only haveone totem feat.

Special: Though you can have any number oftotem feats, you must abide by the standard timelimits and times per day that you can channel a

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totem. For instance, a character with 15 Cha-risma can channel a totem spirit 3 times per day.If he has Initiate of the Spirit Ways and threeother totem feats, each of the different totems canbe used 1/day, or any one totem can be calledupon 3/day, or any combination thereof as long asthe total number of times totems are channeleddoes not exceed 3/day.

MERCIFUL STRIKE [GENERAL]The ability to subdue an opponent, rather

than slay, is something that many combatantscultivate. Members of law enforcement in placessuch as Vesh and Mithril are known to possessthis feat.

Prerequisite: Base attack bonus +1.Benefits: When using a weapon that deals

lethal damage to deal nonlethal damage instead,you may ignore the normal –4 penalty on yourattack roll (PHB, Chapter 8, “Injury and Death,”Nonlethal Damage).

Normal: Using a weapon that deals lethaldamage to deal nonlethal damage instead imposesa –4 penalty to the attack roll.

Special: A fighter may select this feat as oneof his fighter bonus feats.

MILITARY TRAINING [GENERAL]Learning to work closely with other soldiers

is an important skill for those who would makewar their livelihood. This feat reflects the train-ing needed to fight side-by-side with other soldiers,assisting allied fighters in the most efficient way.

Prerequisite: Base attack bonus +1.Benefit: You may perform aid another (PHB,

Chapter 8, “Special Attacks”) as a move action,as long as the ally also has the Military Trainingfeat.

Normal: Aid another is normally a standardaction.

Special: A fighter may select this feat as oneof his fighter bonus feats.

PHALANX FORMATION [GENERAL]The phalanx is a deadly military formation

that originated in the Empire of Lede. A typicalphalanx is a unit of men several rows deep withthe first row erecting a shield wall and the rowsbehind holding longspears at varying lengths topresent a deadly wall of blades.

Prerequisites: Blindside, Formation Combat,Military Training.

Benefit: You are comfortable fighting in closeformation and are skilled at using a reach weaponin close combat. As a free action, you may change

your grip on the reach weapon to attack an oppo-nent 5 feet away.

In addition, if two shield-bearing characterswith this feat stand within 5 feet of one another,they are both treated as having cover (+4 to AC).If these characters stand between an opponent andanother ally, the ally they are protecting is treatedas having improved cover (+8 to AC). If three ormore characters with this feat stand in a straightline, they and all those behind them are treated ashaving improved cover. See PHB, Chapter 8, “Com-bat Modifiers,” Cover for details on cover.

Special: A fighter may select this feat as oneof his fighter bonus feats.

POLEARM TRIP [GENERAL]This feat indicates that you are skilled enough

with any long-hafted weapon that you can trip anopponent with it.

Benefits: You may perform a trip attack withany long-hafted weapon, from all polearms tospears or quarterstaffs. The hafted weapon mustbe one a two-handed melee weapon. Further, youare considered one size category larger than nor-mal for the purposes of the trip attack. Trippingwith a weapon is otherwise resolved normally(PHB, Chapter 8, “Special Attacks”).

Normal: You may attempt a trip attack onlywith a spiked chain, flail, guisarme, halberd, orwhip.

Special: A fighter may select this feat as oneof his fighter bonus feats.

PRONE COMBAT [GENERAL]Any failing in the course of combat is an

advantage for the opponent. With this feat, youhave learned to minimize the weakness of beingprone in battle. Indeed, it’s not unknown to turnthis typically vulnerable condition to one’s ad-vantage.

Benefit: Your penalty to attack rolls and ACwhen fighting in melee while prone is reduced to–2. While prone, your attacks bypass any targets’shield bonus. You are immune to trip attacks, andgain +2 when making trip attempts against oppo-nents.

Normal: A prone character has a –4 penaltyon melee attack rolls and cannot use a rangedweapon (except for a crossbow). He gains a +4bonus to Armor Class against ranged attacks, buttakes a –4 penalty to AC against melee attacks.

Special: A fighter may select this feat as oneof his fighter bonus feats.

RIPOSTE [GENERAL]Through the use of quick counters and light-

ing fast weapon-work, you can take advantage of

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a momentary weaknesses in an opponent’s de-fense when he commits to an attack.

Prerequisites: Base attack bonus +4, CombatExpertise.

Benefit: Any time you use Combat Expertiseto improve your Armor Class in combat and anopponent fails to hit you, you may immediatelymake an attack of opportunity (PHB, Chapter 8,“Initiative,” Attacks of Opportunity). You may notuse Riposte if you have already used your avail-able attacks of opportunity for that round.

Special: A fighter may select this feat as oneof his fighter bonus feats.

ROBUST [GENERAL]This feat confers the ability to take great

amounts of damage without dying.Prerequisite: Endurance.Benefit: You do not die until falling to –12

hit points (see PHB, Chapter 8, “Injury andDeath”). If you have an ability that allows you tocontinue functioning at lower than 0 hit points(such as the Diehard feat), you may continuetaking actions until you reach –12 hit points.

Normal: Characters normally die at –10 hitpoints or lower.

Special: A fighter may select this feat as oneof his fighter bonus feats.

SPINNING BLOW [GENERAL]Legends tell of powerfully muscled berserkers

cutting a swathe through their opponents, theirtwo-bladed swords spinning in deadly arcs.

Prerequisite: Two-Weapon Fighting.Benefit: When wielding a double weapon,

make a single attack roll. This attack is applied toboth ends of the weapon and is made at thenormal –2 penalty for using two-weapon fightingwith a double weapon. Apply the roll separatelyagainst the critical threat range of each end of theweapon, but take only a single roll (as with theinitial attack) to confirm any potential critical.

If your base attack bonus allows more thanone attack each round, you may attempt multipleSpinning Blows. Doing so is extraordinarily diffi-cult, however: multiply the two-weapon fightingpenalty by the number of attacks being made.Thus, a character using Spinning Blow three timesapplies a –6 penalty to each of the attacks.

Special: A fighter may select this feat as oneof his fighter bonus feats.

STALWART [GENERAL]You possess great recuperative strength thanks

to this feat. You can recover from grievous wounds

by lapsing into unconsciousness… instead of suc-cumbing to death.

Prerequisite: Endurance.Benefit: Your chance of stabilizing when dy-

ing increases to 20%. You are otherwise subject tothe normal rules for dying (PHB, Chapter 8, “In-jury and Death”).

Normal: The chance of stabilizing is nor-mally 10%.

Special: A fighter may select this feat as oneof his fighter bonus feats.

STUDY COMBAT STYLE [GENERAL]You are adept at studying your opponents to

perceive the nuances of their footwork and defen-sive strategies — and consequently know just howto bypass them.

Prerequisite: Wis 13.Benefit: You gain +4 to the Sense Motive

check to determine an opponent’s fighting style(see “Variant Rule: Detecting Style,” above).

Special: A fighter may select this feat as oneof his fighter bonus feats.

TRICK SHOT [GENERAL]You are adept at making difficult shots.Prerequisites: Precise Shot, Weapon Focus.Benefit: You a +2 competency bonus to ranged

attacks. This bonus may only negate penalties dueto cover, target size, or other non-range condi-tions. Firing during a severe windstorm, forexample, is a –2 penalty rather than a –4 penalty.The prerequisite feat Weapon Focus must applyto the weapon used. Spellcasters may use this featwith “rays” or other magical attacks, providedthey have an appropriate Weapon Focus.

Special: You may take this feat multiple times.Its effects stack. Each time you take the feat, yougain an additional +2 competency bonus to rangedattacks for negating the penalties noted above.

A fighter may select this feat as one of hisfighter bonus feats.

WHIRLING DEFENSE [GENERAL]You have learned to use a series of whirling

movements to distract and confuse your foes.Prerequisites: Cloth Dancing, Combat Ex-

pertiseBenefit: When you use the attack action or

the full attack action in melee, you can take apenalty of as much as –5 on your attack roll. Foreach –1 penalty you take, add +2 as a dodge bonusto your Armor Class. This feat replaces the effectof Combat Expertise and may exceed your baseattack bonus. The changes to attack rolls and AClast until your next action.

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This feat must be used in combination withCloth Dancing. While you may add the +1 dodgebonus from that feat, you must meet the otherrequirements described therein.

Special: A fighter may select this feat as oneof his fighter bonus feats.

TOTEM FEATSThese feats represent those individuals who

have been adopted by a particular spirit totem.An initiate usually undergoes some sort of ritualor ordeal where she attracts the attention of herpotential totem. The exact nature of this ritualvaries depending on tribal customs, but is offici-ated by one of the spiritual elders of the tribe.Usually a person has only one totem that she isbeholden to. These feats are only available tocharacters who hail from barbarian cultures thatrevere the Beastlords, but it is possible for one ofthe totem spirits to appear to those who did notknow of them before.

Totem feats represent the ability to channelthe essence of the totem into the user. The wielderof the feat must use a standard action to channelher totem. Being imbued with a spirit is physicallytaxing and a character can only maintain thisstate for a number of rounds equal to 3 + thecharacter’s Constitution modifier. The charactermay end the channeling earlier if she so desires.

A character can only channel her totem anumber of times per day equal to 1 + the character’sCharisma modifier. Additionally, a totem featgives a skill bonus to a skill relevant to thattotem. This bonus applies at all times, whetherthe character is channeling her totem or not.

Totem feats also have a taboo — somethingthat, if done, offends the patron spirit. If a char-acter has a totem feat and breaks the taboo, thecharacter loses access to the benefits of the totemfeat until she undergoes some rite of contrition.These rites usually take the form of some questundertaken to regain the favor of the totem. Thedifficulty of the quest is usually determined by thecircumstances around the infraction.

BOAR [TOTEM]Boar is a spirit of strength and perseverance.

Boar chooses for his children tenacity and deter-mination. Children of Boar are dogged opponentswho will struggle-on, well past most other sanewarriors. Fierce and forthright, those touched byBoar are loyal allies and implacable foes.

Benefit: While channeling Boar, you aretreated as though you have the Improved BullRush feat. In addition, you gain a +2 circum-stance bonus on all Intimidate skill checks.

Taboo: Fleeing a dangerous situation. Boardoes not tolerate shows of cowardice; children ofBoar must not leave a hazardous situation anyfaster than a cautious walk.

DEER [TOTEM]Deer is a totem of wisdom and patience. She

glides through the forest, ever alert to the dangersof this world. Children of Deer tend to be agileand fleet of foot. Cautious and sometimes skit-tish, Deer’s children are also known for beingcaring and wise. Those who are touched by Deerare quite adept at getting where they need to beand being able to remove themselves when therisk gets to high.

Benefit: While channeling Deer, your speedis increased by +10. This bonus stacks with abarbarian’s fast movement class ability. In addi-tion, you gain a +2 circumstance bonus on allJump skill checks.

Taboo: Confinement. Children of Deer areuncomfortable in close quarters and must do ev-erything possible to escape imprisonment.

DESERT FALCON [TOTEM]The desert is a harsh place, and the children

of Desert Falcon are survivors. Keen-eyed andhardy, Desert Falcon’s children often serve asguides in the sandy wastes. The Ukrudan andUbantu tribesman hold those touched by DesertFalcon in especially high esteem, and value theirguidance and wisdom.

WHO GETS TOTEM FEATS?Totem feats are intended for those characters

who originate from cultures that believe in thepower of totemic patrons. Some “civilized” folk,such as the inhabitants of Vera-tre in Ghelspad orNorth Crilos in Termana, hold these beliefs.Otherwise these beliefs are found only amongtribal folk.

“Tribal origin” is not included as a Prerequi-site because of the roleplaying potential involvedin having a more civilized character who “goesnative.” It is entirely possible that a city-bredrogue may hear the call of Miser Jackal afterspending some time among the tribes of the BloodSteppes, or that a dwarf from Burok Torn may findan affinity with Boar after his time among theelves of the Ganjus. For the most part, however,these feats are best suited to rural and tribal folk,especially barbarians, druids and rangers.

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Benefit: While channeling Desert Falcon,you cast no revealing shadow. This allows a greatadvantage in stealth, as your prey must look di-rectly at you, or hear you coming, in order tosuccessfully spot your presence. In effect, thisgives you a +5 circumstance bonus to all Hideskill checks. In addition, you gain a +2 circum-stance bonus on all Survival skill checks.

Taboo: Refusing to guide others. Children ofDesert Falcon are advisors and guides in the harshwilderness of the desert, and one who refuses tofulfill this purpose will find that Desert Falconhas abandoned him.

EAGLE [TOTEM]Eagle soars high above the land, from afar he

watches the goings-on of the world below. Eagle’schildren tend to be similarly perceptive — yetaloof. Like Eagle, they hunt their prey in solitude,striking fast and hard.

Benefit: While channeling Eagle, you gain a+1 circumstance bonus to attack while usingranged weapons. In addition, you gain a +2 cir-cumstance bonus to all Spot skill checks.

Taboo: Stealing prey. Children of Eagle mustnot aid another in battle unless the other personrequests assistance.

FUR-LIKE-DUSK [TOTEM]The First Bear birthed by Denev in the Ganjus,

Fur-like-Dusk is a dark-furred nurturer and servesas the Healer of the Mother — bringing succor tothose who have been wounded in her service.

Prerequisites: Wood elf, or half-elf of woodelf lineage.

Benefit: While channeling Fur-like-Dusk, yougain the ability to lay on hands, healing a numberof hit points per day equal to your Wisdom bonusx character level. In addition, you gain a +2circumstance bonus to all Climb skill checks.

Taboo: Children of Fur-like-Dusk never workagainst the wood elven nation of Vera-tre, andalways protect and obey the reincarnation of theirtotem.

HOOKWING [TOTEM]Hookwing is a curious and inquisitive spirit.

Always prying into places where he should not be,when danger is close he springs out of harms way.Hookwing’s children are also quick — both inmind and body. In addition, they tend to bebusybodies who are easily fascinated by anythingnew.

Benefit: While channeling Hookwing and aslong as you are not in heavy armor, you are treatedas though you had the Spring Attack feat. In

addition, you gain a +2 circumstance bonus to allSearch skill checks.

Taboo: Hoarding knowledge. Children ofHookwing are curious about secrets and tend toquickly spread any new piece of information theyhave.

HUROR [TOTEM]Huror is a wise and patient spirit. Caring and

loyal to those she is fond of, she is a ruthless andpowerful opponent to those who arouse her ire.Children of Huror tend to be protective of theircommunities and villages, and are the first andstrongest line of defense for their kin.

Benefit: Huror’s children fight best unarmed.While channeling Huror, you gain a +1 circum-stance bonus to all unarmed attacks. Huror alsolends some of her might; you are considered onesize category larger than normal when makinggrapple checks. In addition, you gain a +2 circum-stance bonus on all Heal skill checks.

Taboo: Abandoning allies or kin. Children ofHuror are expected to be faithful to their commu-nities, regardless of the personal cost.

MISER JACKAL [TOTEM]Miser Jackal is a quick and cunning spirit.

Always enamored with something new, he willslip in, grab his latest desire, and slip out beforeanyone is the wiser. Miser Jackal’s children arequick thinking and quick witted as well, and areadept at getting in and out of dangerous situa-tions.

Benefit: Miser Jackal encourages his childrento use their wits when striking an enemy. Whilechanneling Miser Jackal, you gain a +1d6 sneakattack; this stacks with any other sneak attackyou may have. In addition, you gain a +2 circum-stance bonus on all Sleight of Hand skill checksand can use Sleight of Hand untrained.

Taboo: Resisting curiosity. Miser Jackal’schildren are consummate thieves and explorers,and are drawn to items or situations that are newor unusual.

MOON-IN-THE-EYES [TOTEM]The First Wolf birthed by Denev in the

Ganjus, Moon-in-the-Eyes is a mighty hunter andserves as the Fangs of the Mother — protectingher other children and teaching them to hunt anddefend what is sacred.

Prerequisites: Wood elf, or half-elf of woodelf lineage.

Benefit: While channeling Moon-in-the-Eyes, youbecome a fierce defender of the Ganjus, gaining a +1 toall attack and damage rolls while within the forest’s

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borders. In addition, you gain a +2 circumstance bonuson all Survival skill checks.

Taboo: The children of Moon-in-the-Eyes neverwork against the wood elven nation of Vera-tre, andalways protect and obey the reincarnation of theirtotem.

NIGHT [TOTEM]Old Hag Night is a wise and cautious spirit. Repre-

sentative of the cool quiet and serenity of the end of life,Grandmother Night is patient and deliberate in heractions. Night also represents the primal fears of man,the time when those things that hunt men prowl in thedark. Children of Night tend to be prophets, especiallythose who foresee ill fortune. Generally, Night’s chil-dren are a dark and brooding lot, who are afforded acautious respect by their communities. Many with thistotem are known to revere Belsameth, and some sha-mans claim that it was Grandmother Night who midwifedat Belsameth’s birth — leaving her mark on the younggoddess.

Benefit: You can fight even in complete darkness— while channeling Night, you are considered to havethe Blind-fight feat and receive only half the normalpenalty to movement because of darkness or poor vis-ibility. In addition, you gain a +2 circumstance bonus toall Hide skill checks.

Taboo: Revealing secrets. Children of Night learnmany things and must husband that knowledge care-fully.

RIVER [TOTEM]Strong, swift, and ever flowing, River brings life

and trade to the inhabitants of the wild. River’s chil-dren, too, are static though flexible figures of theircommunities. Often tradesmen or diplomats, River’schildren serve to cement the ties that benefit neighbor-ing peoples.

Benefit: River’s children flow through combat,getting to those places they are most needed. Whilechanneling River, you are considered to have the Mo-bility feat. In addition, you gain a +2 on all Swim skillchecks.

Taboo: Ignoring foreign customs. River’s childrenserve as diplomats and are required to learn and honorthe customs of their neighbors.

STAG-OF-SEVEN-TINES [TOTEM]The First Stag birthed by Denev in the Ganjus,

Stag-of-Seven-Tines is a guardian of the elven peopleand serves as the Spear of the Mother — protecting theelven folk who are her favored children.

Prerequisites: Wood elf, or half-elf of wood elflineage.

Benefit: While channeling Stag-of-Seven-Tines, yougain +1 damage to all charge attacks; this increases to a +2if the charge attack is made using a piercing weapon. In

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CREATING NEWTOTEM FEATS

Totem feats represent a bond that has formedbetween a character and one of the many spiritswho exist in the Scarred Lands. From a campaignperspective, these connections are created to giveboth the character and the spirit an ally in theoften-dangerous world. This partnership oftenbegins by the character finding one who knowsthe proper rituals and offerings to bring forth thespirit in question. The ritual usually requires somesort of altered state of consciousness, whetherwith the help of psychedelics or through the rigorsof an ordeal. Unlike most other feats, the effortneeded to gain a totem feat can, and should, beroleplayed through.

From a rules perspective, each totem featgrants two distinct abilities: a skill bonus and achanneled bonus.

Skill Bonus: A character should gain a +2totem bonus on all skill checks involving onespecific skill associated with the totem. Thisbonus applies at all times, whether the characteris channeling her totem or not.

Channeled Bonus: This bonus lasts only ashort period of time, while the character activelychannels the totem spirit. Because this is onlytemporary, the effect is usually combat-related,though a bonus for any stressful situation couldapply. Often, this benefit can mirror another feat,though it is only granted temporarily. The chan-neled bonus’s power level should be on par for alow-level feat, a rudimentary class ability, or up toa +6 bonus on any skill used in stressful circum-stances.

Once the totem’s benefits are granted, asuitable taboo should also be determined. Thismust reflects the totem’s aims and personality.

Also, a physical form should be chosen torepresent the totem, be it animal, elemental, orsymbolic.

These should all bear a reasonable relation tothe totem. Qualities that represent the totem,including an attack, a form of movement, andsome other special ability should also be decidedupon. Examples are given along with the totemwarrior prestige class (see Appendix Two).

addition, you gain a +2 circumstance bonus to all Intimi-date skill checks.

Taboo: The children of Stag-of-Seven-Tines neverwork against the wood elven nation of Vera-tre, and alwaysprotect and obey the reincarnation of their totem.

WIND [TOTEM]Mysterious and elusive, Wind is a wise and perceptive

spirit. It is Wind who first brings word of danger, and sheencourages her children to do likewise.. Children of Windoften serve their community as forward scouts and messengers;thus, they are the first to find trouble, and the first to bringwarning back to their kin.

Benefit: While channeling Wind, the range incrementof your ranged attacks is doubled. In addition, you gain a +2circumstance bonus to all Tumble skill checks and can use theTumble skill untrained.

Taboo: Sedentary behavior. Children of Wind are anomadic lot and are driven to see what is beyond the next rise.

WINGS-OF-FIRE [TOTEM]The First Hawk birthed by Denev in the Ganjus,

Wings-of-Fire is a vigilant guardian and serves as the Eyes ofthe Mother — watching for approaching enemies thatothers might miss.

Prerequisites: Wood elf, or half-elf of wood elf lineage.Benefit: While channeling Wings-of-Fire, you can

defy the pull of the earth to some degree, gaining a +5 bonusto all Jump rolls and doubling your maximum jumpingdistance. In addition, you gain a +2 circumstance bonus onall Spot skill checks.

Taboo: The children of Wings-of-Fire never workagainst the wood elven nation of Vera-tre, and alwaysprotect and obey the reincarnation of their totem.

WOLF [TOTEM]Wolf is a spirit of unity and order. When the village’s

hunters go out to find prey, they use the tricks they learnedfrom Wolf. Wolf’s children understand that teamwork andcooperation is needed in order to bring health to their kinand clan. Man is not a solitary predator, and neither is Wolf.

Benefit: While channeling Wolf, you gain an in-creased ability to help your allies. When you make a successfulaid another action (PHB, Chapter 8, “Special Attacks”),your ally gains either a +4 bonus on his next attack rollagainst a specific opponent or a +4 bonus to AC from thatopponent’s next attack (your choice). In addition, you gaina +2 circumstance bonus to all Survival skill checks.

Taboo: Abandoning allies. Wolf is a pack creature andso are his children.

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Battle and war are, at their most basic measure, uncom-plicated things. All that is necessary is the presence of two folkwilling to kill one another and the weapons with which to doso. Those who practice war as a vocation, however, have thepotential to turn this simple process into a veritable art-form(albeit a bloody one).

Proficiency in the art of war can take a hundred forms,and many of these stem from the mind more than the muscularmight behind a blow. The ability to think calmly and clearlyin battle is a huge advantage, for ordered thoughts can oftengrant victory in the middle of chaos; The ability to harnessrage, burning away all extraneous thoughts, can easily makethe difference between victory and defeat. These skills, alongwith and the use of weapons and martial maneuvers, havebeen practiced and perfected for centuries in the ScarredLands — indeed, some of them go back millennia.

Those feats and equipment marked with an asterix (*)may be found in Appendices One and Three, respectively.

CORE PRESTIGE CLASSESIt might not be readily apparent where the basic prestige

classes from the DMG fit into the Scarred Lands. Thefollowing section describes how certain prestige classes areappropriate for use in the Scarred Lands. Those listed focus oncombat; prestige classes that emphasize spellcasting or stealthare covered in other Player’s Guides. Also, these are simplysuggestions for the GM, who has the final word on such things.

DUELISTThe southern settlements of Ghelspad — Fangsfall,

Shelzar, Rahoch — many of these places experience stiflingheat and other weather that simply make the wearing of armorimpractical. Additionally, many of these places have courtly

environments that frown upon the wearing of heavy armor,large weapons and other such accoutrements of war. In thisenvironment has developed the duelist.

The arts of this prestige class have spread beyond thesouthern realms, however — indeed, there are many whopractically equate this class with the gentility of Vesh, alreadyknown for its graceful, basket-hilted weaponry (see AppendixThree for more on such weapons).

DWARVEN DEFENDERIt is said that the only reason the Dwarven Imperium

lasted as long as it did in spite of the pleasure the titans gainedfrom sending their spawn to assault it was the Brotherhood ofShields. The elite defenders of the Dwarven Imperium wereoften sent at the forefront of armies to help safeguard thosesettlements of humans and other non-dwarves who alliedthemselves with the Imperium as client-states in return forprotection from the predators created by the titans.

Thousands of years have passed since that time. TheBrotherhood of Shields is no more, though the techniquesthey taught for standing fast in the face of assault are stillremembered. It is said that the defenders are among thereasons why Burok Torn yet stands; it is also said that chardunidefenders remained in Dunahnae to defend the Wall of Bonewhen the Charduni Empire sent its troops to conquer theheart of Ghelspad.

ELDRITCH KNIGHTRepresenting yet another example of combining the

ways of war with the ways of magic, the eldritch knight can befound all over the Scarred Lands, from the occasional Calastianbattle-mage to graduates of Glamerhill to the warrior-magi ofthe forsaken elf kingdoms in Termana.

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ARCHER OF THE STEPPESREQUI REMENTS

To qualify to become an archer of the steppes, acharacter must fulfill all of the following criteria:

Ability: Barbarian RageBase Attack Bonus: +5Feats: Mounted Archery, Mounted Combat, Point

Blank Shot, Rapid Shot, Weapon Focus (any bow).Skills: Craft (bowmaking) 5 ranks, Handle Ani-

mal 8 ranks, Ride 8 ranks.

CLASS SKILLSThe archer of the steppes’ class skills are

Balance (Dex), Handle Animal (Cha), Jump(Str), Ride (Dex), Search (Int), Spot (Wis),Survival (Wis), Tumble (Dex).

Skill Points at each level: 2 + Int modifier.

Among the wild and untamed steppes, an eliteband of horse archer rains terror on their foes. Thesearchers of the steppes can be found among the Riders ofthe Kelder Steppes as well as among the human tribes-men of the Iron Steppes and the Bonewind Hills. Thereare also a few archers of the steppes among the Horse-men of Vangal. The archers come from those tribalcivilizations that live in lands of such vast emptinessthat the speed and companionship of mounted travel isthe only thing keeping a traveler from madness. Archersare devoted to their mounts, which need not be a horse.An archer’s mount is almost always hand raised and ismore than a steed — it is a life-long companion.

An archer’s life is one of constant travel,riding long into the day and sleepingwhile mounted. Because of this, anarcher’s life is a lonely one. Few findallies or traveling companions thatare able to serve them better thantheir mounts. Nevertheless, an archer ofthe steppes still has tribal obligations. Ar-chers therefore tend to serve their people asadvance scouts and messengers, and are highlyvalued by their tribal communities.

Use in Other Campaigns: Thearcher of the steppes is such a fan-tasy archetype that it fits nicely intoalmost any campaign with relative ease.The primary difficulty in integrating it iswhether the campaign setting possesses aculture of mounted barbarians famed fortheir archery. If not, the class could beretooled as a secret society or brotherhoodamong a barbarian tribe. Alternately, asingle race, perhaps elves or orcs, mighthave a similar class as elite warriorsin theirbands. Inany case,the ar-cher oft h esteppess h o u l dp r e s e n tfew difficul-ties to mostGMs in othercampaigns.

Hit Die: d10.

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Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Archer’s rage 1/day, arrow jab2nd +2 +3 +3 +0 Bonded mount3rd +3 +3 +3 +1 Archer’s rage 2/day, bonus feat4th +4 +4 +4 +1 Improved mounted archery (reduced penalty)5th +5 +4 +4 +1 Archer’s rage 3/day, flurry of arrows (reduced penalty)6th +6 +5 +5 +2 Bonus feat7th +7 +5 +5 +2 Archer’s rage 4/day, share frenzy8th +8 +6 +6 +2 Improved mounted archery (no penalty)9th +9 +6 +6 +3 Archer’s rage 5/day, bonus feat10t +10 +7 +7 +3 Flurry of arrows (additional arrow)

CLASS FEATURES:All of the following are class features of the archer

of the steppes prestige class.Weapon and Armor Proficiency: Archers of the

steppes are proficient in all simple and martial weapons,with light and medium armor, and with shields.

Archer’s Rage: This ability functions as thebarbarian’s rage ability (PHB, Chapter 3), save that thecharacter gains a +2 to Strength and Constitution anda +4 bonus to Dexterity. All other penalties and rules forbarbarian rage likewise apply to Archer’s Rage, includ-ing the Will save and AC penalty.

At 9th level, the bonuses associated with Archer’sRage increase to +4 to Strength and Constitution and+6 to Dexterity, and the Will save increases to a 3.

Arrow Jab: When necessary, archers of the steppesare even adept at using their arrows in melee combat.An archer of the steppes can use an arrow as a meleeweapon without having to take the non-proficiencypenalty (PHB, Chapter 7, “Weapons, Arrows”).

Bonded Mount (Ex): At 2nd level, an archer of thesteppes has formed such a close link with her mount thatthe two nearly act in unison. This bond gives the archerof the steppes a + 5 circumstance bonus to all Ride skillchecks made while using her bonded mount. In addi-tion, Ride checks never need to be made to keep such abonded mount from fleeing combat. The mount willonly abandon the archer of the steppes if influenced bymagic. If a bonded mount were to die and a new mountis found, six months of care and attention are neededbefore the new animal is considered bonded with thearcher. An archer of the steppes may only be bonded toone mount at a time.

Bonus Feat: At 3rd, 6th and 9th level, an archer ofthe steppes may choose a bonus feat from the followinglist; Far Shot, Point Blank Shot, Precise Shot, RapidShot, Ride-by-Attack, Spirited Charge, Trample,Weapon Focus (any bow), Weapon Specialization (anybow). The standard requirements for these feats muststill be met, except for the Fighter level requirement forWeapon Specialization. At 3rd level, an archer of thesteppes may take Weapon Specialization for any weapon— as long as that weapon also has the Weapon Focusfeat applied to it.

Improved Mounted Archery (Ex): Starting at 4thlevel, the archer of the steppes becomes accustomed tousing a ranged weapon while mounted. This increasedproficiency helps to eliminate the penalties of mountedarchery. At 4th level, there is no penalty while using arange weapon while mounted if the character’s mountonly takes a double move, and a –2 penalty if the mountis running (quadruple movement). At 8th level, there isno penalty for using a ranged weapon while mountedeven if the mount is running.

Flurry of Arrows (Ex): At 5th level, an archer ofthe steppes may eliminate the penalty associated withusing the Rapid Shot feat. Additionally, the archer mayuse the Rapid Shot feat (with normal attendant penal-ties) with a normal attack action, essentially firing twoarrows at a –2 penalty to hit. This ability is only usableif the archer of the steppes is in an Archer’s Rage.

At 10th level, the archer of the steppes may fire twoadditional arrows, rather than the normal one.

Share Frenzy (Ex): At 7th level, any time thearcher of the steppes enters either a barbarian rage or anArcher’s Rage, her bonded mount also gains the bonusesand penalties associated with that rage.

TABLE A2–1: ARCHER OF THE STEPPES (AOS)

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CHAIN LEGI ONNAI REUnlike the prestige classes associated with many

other of the Ledean War Colleges, the chain legion-naire class doesn’t represent the elite among theadherents of the Legion of Chain. It isn’t a mark ofmastery to have achieved the skills in this class— in the Legion of Chain, it is a mark ofcompetence. Those who have learnedthe war-arts of the Legion of Chain,who have not taken at least a levelin this class, are usually lookedupon with derision.

Once, the Legion of Chainmade up the Imperial slavers,often assigned to war-units toact as irregular support and toclaim slaves taken on the battle-field in the Emperor’s name.The days of such organiza-tion have passed, and thosewho still know the arts of thechain legionnaire now tendto work as freelance slaversand bounty hunters, puttingtheir skills in the employ of thosewho can afford the coin. In Calastiaand Dunahnae in particular, thosewith these arts are highly soughtafter and often found in theemploy of the state. Thereare even rumors that chainlegionnaires have shown upin the monasteries of themonks of the Sacred Chain.

Use in Other Campaigns: Thechain legionnaire is an unusual pres-tige class both in its origin and inits conception. Many cam-paigns will find it difficult tointegrate if they do not pos-sess a tradition of eitherorganized slaving or use ofthe spiked chain as a weaponof war. Consequently, manyGMs might wish to intro-duce the Chain Legionnaireas a class associated with anevil group or religion. That iscertainly a valid approach, iflimited. Another possibilityis to rework the Ledean Le-gion of Chain as a newlyopened military school thattrains its adepts in this un-usual fighting style. That waythe GM can freely use the

prestige class without making the claim that it is ancientin origin or even deeply tied to history.

Hit Die: d10.

REQUI REMENTSTo qualify to become a chain legion-

naire, a character must fulfill all thefollowing criteria:

Base Attack Bonus: +5Feats: Bind*, Combat Re-

flexes, Exotic WeaponProficiency (spiked chain),Weapon Finesse (spiked chain),Weapon Focus (spiked chain),Weapon Specialization (spikedchain).

Special: The character needsto find an appropriate school or a

mentor who teaches this fighting style.

CLASS SKILLSThe chain legionnaire’s class skillsare Balance (Dex), Bluff (Cha),

Climb (Str), Craft (Int),Gather Information (Cha),Handle Animal (Cha), In-

timidate (Cha), Jump (Str),Ride (Dex), Swim (Str), UseRope (Dex).

Skill Points at EachLevel: 2 + Int modifier.

CLASSFEATURES

All of the following areclass features of the chain le-

gionnaire prestige class.Weapon and Armor Profi-

ciency: Chain legionnaires areproficient with simple and mar-tial weapons, all types of armorand with shields.

Superior Disarm/Trip(Ex): The chain legionnairegains a +2 to all disarm and triprolls involving the spiked chain.This bonus does stack withthose gained from the weapon

itself.Bonus Feats: Start-

ing at 2nd level, and everyother level thereafter, thechain legionnaire may

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choose an additional feat from those commonly taughtin the Legion of Chain. These are Combat Expertise(Disarm Riposte*, Improved Disarm, Improved Trip),Improved Grab, and Merciful Strike*. All normal pre-requisites must be fulfilled in order to choose a feat fromthis list. If a character already knows all of the feats listedabove, she is free to choose from the list given forFighters for her bonus feat.

Sweeping Arc (Ex): At 3rd level, the chain legion-naire may explode into a low, whirling attack patternaimed at the knees and feet of those around her. As a fullround action, the chain legionnaire may make a tripattack against everyone within 10 feet. The chainlegionnaire makes her rolls for the trip action as normal,but the results of this single check are compared againstall opponents potentially subject to the strike. Becauseof the wild nature of this attack, allies within range arealso subject to it. This may not be used in conjunctionwith the Improved Trip feat.

Signature Weapon (Su): At 5th level, the chainlegionnaire has achieved true mastery of her spikedchain. This gives her a +1 bonus to attack and damagerolls, which stack with any magical bonus the item hasor feat the character possesses. In addition, the weaponis considered to be a +5 weapon for the purpose ofovercoming damage resistance only. This applies to anyspiked chain she may wield.

In addition, the wielder of the weapon may chooseone of the following damage reduction types: chaos,evil, good, law or magical (+3). Any spiked chain hewields is considered to be a weapon of this type for thepurpose of overcoming damage resistance.

If the chain legionnaire is ever disarmed whileusing her spiked chain, she may make a Reflex save (DCequal to the opponent’s disarm roll) to ignore the effectsof the disarm as she releases the weapon and then re-

catches it. If the weapon is ever damaged, the chainlegionnaire may make a Fortitude Save (DC 10 +damage done to the weapon) to ignore the effects of theattack.

Finally, if the spiked chain is used to disarm anopponent, the chain legionnaire may use her chain tosnare the weapon and pull it towards herself. This is afree action and requires an attack roll against an AC of15 + the Dexterity modifier of the opponent who justlost the weapon. Success in this roll indicates that thechain legionnaire has snatched up her opponent’sweapon.

Binding Chain (Sp): Chain legionnaires are knownfor their ability to manipulate the minds of others. At7th level, a chain legionnaire may take a full roundaction and spin her spiked chain in a hypnotic pattern.Any single target within 30 feet of the chain legionnairemust make a Will save (DC 10 + levels in chainlegionnaire + Charisma bonus) or be subject to a sugges-tion spell. This does provoke an attack of opportunity.The chain legionnaire may use this ability a number oftimes per day equal to 1 + her Charisma bonus.

At 10th level, this effect is heightened so that itacts as a dominate person ability, making spoken com-mands unnecessary.

Iron Grasp Technique (Sp): At 9th level, a chainlegionnaire gains the ability to hold her adversaries withsupernatural stillness. If the chain legionnaire uses theBind* feat on an opponent, she may then activate thiseffect — which functions as a hold monster spell — asa free action. Opponents may attempt to resist with aWill save (DC 10 + levels in chain legionnaire +Charisma bonus). This technique may be used by thechain legionnaire a number of times per day equal to 1+ her Charisma bonus.

TABLE A2–2: CHAIN LEGI ONNAI RE (CHL)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Superior disarm/trip2nd +2 +3 +3 +0 Bonus feat3rd +3 +3 +3 +1 Sweeping arc4th +4 +4 +4 +1 Bonus feat5th +5 +4 +4 +1 Signature weapon6th +6 +5 +5 +2 Bonus feat7th +7 +5 +5 +2 Binding chain (suggestion)8th +8 +6 +6 +2 Bonus feat9th +9 +6 +6 +3 Iron grasp technique10th +10 +7 +7 +3 Binding chain (dominate person), bonus feat

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DANCER OF STEELDarakeene, a few dancers of steel are still trained by personalmentors within the other colleges — especially the colleges ofPlague and Wake.

Use in Other Campaigns: The dancer of steel is a simpleaddition to most fantasy campaigns. The class provides a pathof development for warriors preferring to rely on quick move-ment than on heavy armor. Depending on the circumstancesof the campaign, the dancer of steel can be either an ancientprofession or a more recent one. It is even possible in somecampaigns that the class wouldn’t exist at all, especially if thereis no tradition of lightly armored warriors. In most cases,though, adding it requires no major overhaul in the class or itsprerequisites.

Hit Die: d10.

REQUIREMENTSTo qualify to become a dancer of steel, a character must

fulfill all the following criteria:Base Attack Bonus: +5Feats: Cloth Dancing*, Combat Exper-

tise, Dodge, Weapon Focus (longsword),Weapon Specialization (longsword).

Skills: Perform (dance) 5 ranks, Tumble 4 ranks.Special: The character needs to find a mentor or

school that teaches this fighting style.

CLASS SKILLSThe dancer of steel’s class skills are Balance

(Dex), Bluff (Cha), Climb (Str), Craft (Int),Handle Animal (Cha), Intimidate (Cha), Jump(Str), Move Silently (Dex), Perform (Dex),Ride (Dex), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 2 + Intmodifier.

CLASS FEATURESAll of the following are class features

of the dancer of steel prestige class.Weapon and Armor Proficiency:

Dancers of steel are proficient withsimple and martial weapons, and alltypes of armor — but not with shields.

Longsword Finesse (Ex):When wielding a longsword, the dancer

of steel is treated as though he has theWeapon Finesse feat with that weapon

(even though the longsword is not normallyeligible for that feat).

Bonus Feats: Starting at 2ndlevel, and every other level thereaf-ter, the dancer of steel may choosean additional feat from those com-monly taught to their fighting order.

The Legion of Steel actually originated in Venir, beforeit became a province of the Ledean Empire. Composed ofwarriors who eschewed bulky armor in favor of freedom ofmovement, the Dancers of Steel, as the order was originallycalled, served as quick and quiet elite forces for the king ofVenir. When Venir became a province of Lede, these swords-

men continued their tradition but were renamedthe Legion of Steel. The legion served Lede

well, especially in the troublesome CalasProvince close to the main chapterhouse ofthe legion.

With the fall of the empire, and the riseof the charduni, the legion fell into disarray. In

modern times the legion has effectively split.The original chapterhouse in Femulyae still

produces new members of the fighting order,which has taken back its original name. In

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These are Improved Critical (longsword), Improved Initia-tive, Mobility, Riposte*, Spring Attack, Whirling Defense*,and Whirlwind Attack. All normal prerequisites must befulfilled in order to choose a feat from this list. If a characteralready knows all of the feats listed above, he is free to choosefrom the list given for fighters for his bonus feat.

Evasion (Ex): At 3rd level, the dancer of steel gainsevasion. If exposed to any effect that normally allows acharacter to attempt a Reflex saving throw for half damage(such as a fireball), he takes no damage with a successful savingthrow. Evasion can only be used if the dancer of steel is wearinglight armor or no armor.

Uncanny Dodge (Ex): Starting at 4th level, the dancerof steel gains the extraordinary ability to react to danger beforehis senses would normally allow him to even be aware of it. At4th level and above, he retains his Dexterity bonus (if any) toAC regardless of being caught flat-footed or struck by aninvisible attacker. If immobilized, he still loses any Dexteritybonus to AC.

At 8th level, the dancer of steel can no longer be flanked,since he can react to opponents on opposite sides of him aseasily as he can react to a single attacker. This denies oppo-nents the ability to use flank attacks to sneak attack the dancerof steel. The exception to this defense is that an opponent atleast 4 levels higher than the dancer of steel can flank him (andthus perform a sneak attack, if possessing that ability).

If a dancer of steel has Uncanny Dodge from anotherclass, his dancer of steel levels add to the levels of the other classfor determining his effective level with respect to the Un-canny Dodge ability.

Signature Weapon (Su): At 5th level, the dancer of steelhas achieved true mastery with his longsword. This gives hima +1 bonus to attack and damage rolls, which stack with anymagical bonus the item has or feat the character possesses. Inaddition, the weapon is considered to be a +5 weapon for thepurpose of overcoming damage resistance only. This applies toany longsword he may wield.

In addition, the wielder of the weapon may choose oneof the following damage reduction types: chaos, evil, good, lawor magical (+3). Any longsword he wields is considered to bea weapon of this type for the purpose of overcoming damageresistance.

If the dancer of steel is ever disarmed while using hislongsword, he may make a Reflex save (DC equal to theopponent’s disarm roll) to ignore the effects of the disarm —as he rapidly releases and then re-catches the weapon. If theweapon is ever damaged, the dancer of steel may make aFortitude Save (DC 10 + damage done to the weapon) toignore the effects of the attack.

Hypnotic Dance (Su): At 7th level the dancer of steel’sgraceful movements can entrance an opponent into inaction.As a move-equivalent action, a dancer of steel can perform adance that distracts his opponent. Anyone watching thedancer must make a Will save (DC 10 + dancer of steel classlevel + Cha bonus) or be stunned for one full round. Thedancer of steel can only use this action if he is not burdened bya shield larger than a buckler. This ability is a supernaturalability.

Tumbling Strike (Ex): At 9th level, the dancer of steellearns to use a tumbling strike. In order to use this ability, thedancer of steel must possess both the Spring Attack andWhirlwind Attack feats. The dancer of steel must make aTumble check (DC 25), and be tumbling through a 20 ft. area.The character may then make a single attack against everyopponent, within reach of his tumble area, at his full baseattack bonus — in essence, the character uses WhirlwindAttack while tumbling through the area. This requires a fullround action.

If the character does not already have both the SpringAttack and Whirlwind Attack feats, he cannot perform theabove attack. However, Tumbling Strike would then allowhim to mimic the effects of either Spring Attack or WhirlwindAttack; they would each work as described in the PHB,without the extra advantages described here. When used inthis fashion, Tumbling Strike may only mimic one of theabove feats per round.

TABLE A2–3: DANCER OF STEEL (DOS)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Longsword finesse2nd +2 +3 +3 +0 Bonus feat3rd +3 +3 +3 +1 Evasion4th +4 +4 +4 +1 Uncanny dodge (Dex to AC), bonus feat5th +5 +4 +4 +1 Signature weapon6th +6 +5 +5 +2 Bonus feat7th +7 +5 +5 +2 Hypnotic dance8th +8 +6 +6 +2 Uncanny dodge (can’t be flanked), bonus feat9th +9 +6 +6 +3 Tumbling strike10th +10 +7 +7 +3 Bonus feat

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KNIGHT OF THE COVENTACLEIn the days of the now fallen Ledean Empire, an

order of knights served the will of the Coventacle ofAncients, the religious body of the Empire thatoversaw the worship of the titans. The Knights ofthe Coventacle acted as the strong arm of the titanictheocrats, enforcing their interpretation of the ti-tans’ will. These knights were taught the secrets ofbeseeching the titans themselves, so that they mightgain the strength necessary to serve their patronsproperly. Each knight of the Coventacletypically became blessed by several ofthe titans — indeed, status in theknighthood was given by thenumber of titans who haddeigned to grant a knighttheir favor.

Even with the fall ofthe Ledean Empire, theKnights of the Coventacle con-tinued to do the will of the titans,albeit without the authority of agreat empire behind them. Whenthe gods rose to commit patricide

against the titans, the Knights of the Coventacle wereat the forefront of the fighting — clashing againstpaladins of Corean and the Horsemen of Vangal alike.Since the defeat of the titans however, the Knights ofthe Coventacle have been forced into hiding.

Currently, what little remains of the Knights ofthe Coventacle are hunted by the few followers of thegods who know of them. They have managed to keeptheir order together despite being forced underground,

continuing to recruit worthy warriors whofight for the return of the titans. The offer

of power outside of the strictures of theways of the godspawn appeals to many,

even those born to wealth and nobility.Indeed, nearly every major order of

knights, save theorders ofCorean, hasat least one

knight of theCoventacle hidden

among their ranks.Use in Other Campaigns:

The knight of the Coventaclerequires a bit of reworking tobe usable in other campaigns.As the strong arm of a secretsociety, the knight’s niche is

not always presentin every cam-

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paign. Moreover, the Coventacle of the Ancientsisn’t just any conspiracy. It is composed of servantsof the defeated titans who seek to advance theirpatrons’ goals to the detriment of the gods. In othercampaigns, the knight might serve a conspiracy of aforgotten god or fiends or some other evil (or at leastnon-good) power. This is important, because sev-eral of the class’s abilities stem from a blessing by hispatron.

Hit Die: d10.

REQUI REMENTSTo qualify to become a knight of the Coventacle,

a character must fulfill all the following criteria:Base Attack Bonus: +7Faith: Must worship the titans.Feats: Mounted Combat, Ride-By Attack, Spir-

ited Charge, Trample.Skill: Ride 10 ranks, Handle Animal 5 ranks.Special: Must have been initiated into the

Knights by another, senior knight.

CLASS SKILLSThe knight of the Coventacle’s class skills are

Balance (Dex), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Intimidate (Cha),Jump (Str), Profession (Wis), Ride (Dex), Swim(Str).

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURESAll of the following are class features of the

knight of the Coventacle prestige class.Weapon and Armor Proficiency: Knights of

the Coventacle are proficient with simple and mar-tial weapons and with all armor and shields.

Titans’ Blessing: At every other level begin-ning at 1st, the knight of the Coventacle may choose

one of the following abilities. His knight of theCoventacle level + his Wisdom bonus determinesthe blessing he can choose — he may not choose ablessing of a number higher than the sum of his classlevel and Wisdom bonus. No blessing can be takenmore than once. Note that only the character’s baseWisdom bonus is used for determining blessings;bonuses gained from magic items and the like do notcount towards this ability. The character is consid-ered to be of a caster level equal to his levels in theknight of the Coventacle prestige class, for thepurpose of spell-like abilities.

Loyalty of Ages (Ex): At 1st level the knight ofthe Coventacle gains a +2 resistance bonus to sav-ing throws against all mind-affecting and compulsioneffects. Additionally, knights of the Coventaclemay no longer receive invocation benefits from thegods.

Skilled Rider (Ex): At 2nd level, the Knight ofthe Coventacle gains a +4 competence bonus toRide checks.

Bonus Feat: At 4th and 8th level, the knight ofthe Coventacle may select a feat from the fighters’feat list.

Mounted Warrior (Ex): At 6th level, the knightof the Coventacle becomes especially adept at fight-ing from horseback. While on horseback, he gains a+2 bonus to hit creatures on the ground. This doesnot stack with the normal +1 to hit bonus for beingmounted.

Superior Charge (Ex): When the knight of theCoventacle reaches 10th level, he gains the Supe-rior Charge ability. When mounted and using thecharge action, the knight of the Coventacle doestriple damage with a melee weapon (or quadrupledamage with a lance). This ability replaces theSpirited Charge feat.

TABLE A2–4: KNIGHT OF THE COVENTACLE (KOC)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +0 +0 Titans’ blessing, loyalty of ages2nd +2 +3 +0 +0 Skilled rider3rd +3 +3 +1 +1 Titans’ blessing4th +4 +4 +1 +1 Bonus feat5th +5 +4 +1 +1 Titans’ blessing6th +6 +5 +2 +2 Mounted warrior7th +7 +5 +2 +2 Titans’ blessing8th +8 +6 +2 +2 Bonus feat9th +9 +6 +3 +3 Titans’ blessing10th +10 +7 +3 +3 Superior charge

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TITANS’ BLESSINGS

Level +Level +Level +Level +Level + BlessingBlessingBlessingBlessingBlessingWis modifierWis modifierWis modifierWis modifierWis modifier1 Lethene’s Dance2 Hrinruuk’s Sight3 Fangs of Mormo4 Gulaben’s Chill5 Feast of Gaurak6 The Shaper’s Blessing7 Endurance of Thulkas8 Strike of Chern9 Protection of Mesos10 Gormoth’s Agony11 Mountainshaker’s Strength

Lethene’s Dance (Ex): The knight of theCoventacle gains a +1 dodge bonus to AC.

Hrinruuk’s Sight (Ex): The knight of theCoventacle gains Track as a bonus feat.

Fangs of Mormo (Ex): The knight of theCoventacle gains the ability to use poison safelyand never risks accidentally poisoning himself whenapplying poison to a blade.

Gulaben’s Chill (Sp): The knight of theCoventacle gains the ability to sheathe his weaponin chilling cold. This functions as the frost effect ofthe spell flame/frost weapon (Relics & Rituals, Chap-ter Two). The ability may be used once per day.

Feast of Gaurak (Sp): The knight of theCoventacle gains the ability to cast death knell onceper day.

The Shaper’s Blessing (Sp): The knight ofthe Coventacle gains the ability to cast greatermagic weapon once per day.

Endurance of Thulkas (Su): The knight ofthe Coventacle gains fire resistance 10.

Strike of Chern (Su): The knight of theCoventacle gains the ability to designate a singlemelee attack as a wounding attack. Such strikes aretreated as though they were made with a weaponpossessing the wounding weapon enhancement (seeDMG). This may be done once per day per level inthe knight of the Coventacle prestige class and mustbe declared before the attack roll is made. If theattack roll misses, that use of the ability is wasted.

Protection of Mesos (Sp): The knight of theCoventacle gains the ability to cast minor globe ofinvulnerability once per day, affecting only arcanespells.

Gormoth’s Agony (Su): The knight of theCoventacle gains the ability to designate a singlemelee attack as an agonizing attack. Those struck bythis attack must make a Fortitude save (DC 10 +knight of the Coventacle class level + Wis bonus).Failure in this roll indicates the target is wrackedwith agony, suffering a –4 morale penalty on attackrolls, skill checks and ability checks. Those whosucceed in the roll still suffer a –1 morale penalty tothe above rolls. These effects last for one round perlevel in the knight of the Coventacle prestige class.This may be done once per day per level in the knightof the Coventacle prestige class and must be declaredbefore the attack roll is made. If the attack rollmisses, that use of the ability is wasted.

Mountainshaker’s Strength (Ex): The knightof the Coventacle becomes infused with Kadum’sstrength when he takes this blessing. He immedi-ately gains a permanent +1 inherent bonus toStrength. In addition, once per day the knight of theCoventacle may perform a feat of strength; thissupernatural ability gives an enhancement bonus tostrength equal to the knight of the Coventacle level.Activating the power is a free action and the powerlasts one round.

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KNIGHT OF THE OAKSeat and the three heirs. The Knights of the Oakare taught by the Jordeh how to use the greattrees of the Ganjus forest to their best advantage.In battle, they are often seen running across thethinnest of branches to reach foes trapped on theforest floor.

Those defenders who seek to join theKnights of the Oak must first be accepted as aknight-aspirant. Those who are chosen are thenstrenuously tested at the Oaken Citadel, themilitary complex within the great Heart-treeof Vera-tre. There they are pushed by both theexperienced Knights of the Oak and the Jordeh,who seek to expose any weakness of body orsoul. Once they have been found worthy, theknight-aspirant is brought before the VerdantSeat — where they are fitted with the livingarmor of their order and take their oaths toserve Denev and Vera-tre as a whole.

Most of the Knights of the Oak guard theVerdant Court and the Grove of the Mother,seeking to fulfill their duty in defending thetwo greatest seats of Denev’s power. The rest ofthe knights can be found leading forces ofother protectors of the Ganjus or keeping peacewithin Vera-tre. It is exceedingly rare forKnights of the Oak to leave the Ganjus, andthey will only do so in the greatest need or atthe request of the Verdant seat.

Use in Other Campaigns: The knight ofthe Oak adheres to a solid fantasy archetype,namely the sylvan warrior. Most fantasy cam-paigns include forest-dwelling elves of onestripe or another. The knight of the Oak wouldtherefore serve as their elite fighters, defend-ing the elves’ homes against invaders who woulddespoil its verdant beauty. In some campaigns,the knights might have a broader racial base orbe centered on another race, like gnomes orhalflings.

Hit Die: d10.

REQUI REMENTSTo qualify to become a knight of the Oak,

a character must fulfill all the following crite-ria:

Alignment: Any neutral.Base Attack Bonus: +6Feats: Military Training*, Weapon Focus

(spear), Weapon Specialization (spear).Race: Wood elf or half-elf (of wood elf

blood).Skill: Balance 4 ranks, Climb 8 ranks,

Jump 4 ranks.

The Knights of the Oak are the elite guardiansof the elven nation of Vera-tre. Sworn to theVerdant Seat, they are charged with the ultimate

defense of Vera-tre and theprotection of the per-

son of the Verdant

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Special: The character must have alreadybeen accepted as a knight-aspirant of the Knightsof the Oak. In addition they must have sworn anoath of loyalty and service to the Verdant Seat.

CLASS SKILLSThe knight of the Oak’s class skills are: Bal-

ance (Dex), Climb (Str), Craft (Int), HandleAnimal (Cha), Heal (Wis), Hide(Dex), Jump(Str), Move Silently (Dex) Profession (Wis), Ride(Dex), Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURESAll of the following are class features of the

knight of the Oak prestige class.Weapon and Armor Proficiency: Knights of

the Oak are proficient with all simple and martialweapons and with all armor and shields.

Forest Friend (Ex): The knight of the Oakgains a +5 competence bonus to all Balance,Climb, Hide and Move Silently checks made whilein trees or on wooden surfaces.

Living Armor: Every knight of the Oak isgifted with a suit of full plate armor, crafted by theJordeh of still-living wood.. This armor bonds tothe knight without straps or buckles and drawspower from the very life of the wearer — toanyone but a knight of the Oak it is simply acol lect ion of weird oaken plates with nodiscernable means of being worn as armor. As aknight of the Oak increases in skill, the armorgains greater abilities and becomes less burden-some. The statistics for this armor are listed in the“Oaken Armor” sidebar.

Seizing the High Ground: At 2nd level, theknight of the Oak gains a +2 to his attack rollswhenever he holds higher ground than his target.

This replaces the normal bonus associated withattacking from higher ground.

Tree-leap (Ex): At 3rd level, the knight ofthe Oak gains the ability to easily jump downfrom a height. When intentionally leaping from aheight he takes less damage from the drop. If hesucceeds at a Jump check (DC 15), he takes dam-age as if he had fallen 20 feet less than he actuallydid.

At 7th level, with a successful Jump check(DC 15), the knight of the Oak takes damage as ifhe had fallen 30 feet less than he actually did.This ability does not apply to actual involuntaryfalls.

Oakspear (Su): At 4th level, the knight ofthe Oak gains the supernatural ability, once perday, to conjure a magical spear out of a small pieceof oak. In addition to any bonuses to damagegranted by strength and feats, this spear gains adamage bonus equal to half the knight of theOak’s levels in this prestige class. The oakspearignores all metal armor for the purposes of strik-ing. This spear lasts for one minute per level ofthe knight of the Oak prestige class. The weaponalso gains a +2 primal bonus to strike undead;additionally, the level-based damage bonus isdoubled against such creatures.

At 8th level, a knight of the Oak may conjurethe oakspear twice per day.

Leaping Strike (Ex): At 5th level, a knight ofthe Oak may perform a leaping strike with hisspear. This is treated as a charge attack (includinggaining the bonus to hit) — though rather thancharging 10 feet in a straight line, the knight ofthe Oak must leap at least 5 feet down onto hisopponent. If the attack is successful, the damageinflicted by the spear is doubled.

At 10th level, the knight of the Oak doestriple damage when using a leaping strike.

TABLE A2–5: KNIGHT OF THE OAK (KOO)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +0 +0 Forest friend, living armor2nd +2 +3 +0 +0 Seizing the high ground3rd +3 +3 +1 +1 Tree-leap (20 ft.)4th +4 +4 +1 +1 Oakspear (1/day)5th +5 +4 +1 +1 Leaping strike (x2)6th +6 +5 +2 +2 Treewalker7th +7 +5 +2 +2 Tree-leap (30 ft.)8th +8 +6 +2 +2 Oakspear (2/day)9th +9 +6 +3 +3 Improved critical10th +10 +7 +3 +3 Leaping strike (x3)

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Treewalker (Ex): At 6th level, a knight ofthe Oak may always take 10 on any Balance orClimb checks made while in trees. He may take 10even if stress and distractions would normallyprevent him from doing so.

OAKEN ARMOR

Level: The number of levels in the knight of theOak prestige class possessed by the character.

Maximum Dex Bonus: The maximum Dexter-ity bonus that the knight of the Oak may apply whilewearing the armor of his order.

Armor Check Penalty: The penalty incurredwhile the knight of the Oak is wearing the livingarmor.

+1 Enhancement: Living armor, worn by a 1stlevel knight of the Oak, receives a +1 enhancementbonus.

Camouflage: The living armor worn by a 3rdlevel knight of the Oak receives the shadow armorenhancement (see DMG).

LevelLevelLevelLevelLevel MaximumMaximumMaximumMaximumMaximum Armor CheckArmor CheckArmor CheckArmor CheckArmor Check SpecialSpecialSpecialSpecialSpecialDex BonusDex BonusDex BonusDex BonusDex Bonus PenaltyPenaltyPenaltyPenaltyPenalty

1–2 +1 –6 +1 enhancement3–4 +2 –5 Camouflage5–6 +2 –4 +2 enhancement7–8 +3 –3 Silence9–10 +3 –2 +3 enhancement, invulnerability

+2 Enhancement: Living armor, worn by a 5thlevel knight of the Oak, receives a +2 enhancementbonus. This replaces the +1 enhancement bonusgained earlier.

Silence: The living armor worn by a 7th levelknight of the Oak receives the silent moves armorenhancement (see DMG).

+3 Enhancement: Living armor, worn by a 9thlevel knight of the Oak, receives a +3 enhancementbonus. This replaces the +2 enhancement bonusgained earlier.

Invulnerability: The living armor worn by a9th level knight of the Oak receives the invulnerabil-ity armor enhancement (see DMG).

Improved Critical: At 9th level the knight ofthe Oak gains Improved Critical (spear) as abonus feat, bringing the critical range of theknight’s spear to 19–20/x3. If the knight of theOak already possesses the Improved Critical(spear) feat, upon gaining this ability, his spearcritical range improves to 18–20/x3.

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LODGE-WARRI ORREQUIREMENTS

To qualify to become a lodge-warrior a character mustfulfill all the following criteria, depending on which lodge hebelongs to:

THE LODGE OF THE FIRST BEARBase Attack Bonus: +5Feats: Fur-like-Dusk*, Improved Grab, Merciful Strike*,

Toughness.Race: Wood elf, or half-elf (of wood elf lineage).

Skill: Climb 8 ranks, Handle Animal 4ranks.

The Four Lodges of Vera-tre are sworn to defend theelven people of the Ganjus. Each is dedicated to one of theFour Eldest Beasts; the Four Lodges teach the mysteries of thetotems to their initiates, instructing them in the unique anddeadly fighting arts that emulate those of the First Bear, theFirst Hawk, the First Stag or the First Wolf. Because the EldestBeasts are reincarnated as the Verdant Seat and the Heirs, theLodges act as emissaries and defenders of these four individu-als. Indeed, when an Heir is unfound, the lodge-warriors ofthat Lodge often accompany the Jordeh when they ventureout to seek that Heir.

There are greater mysteries than mere fighting tech-niques to be learned in the Four Lodges, however. Some ofthose who delve into the secrets of their Totems come awaywith more than the ability to channel the favor of thatTotem. These lodge-warriors learn the secrets of the so-called Beast Mind, a battle trance that makes them stronger,faster or tougher in battle. They also gain some powers ofmovement similar to the abilities of their Totem, and withtime and experience may even be capable of bodily takingon the animal form of their lodge.

The lodge-warriors who attain the secrets of this pres-tige class often become distant, even from otherwood elves, for they spenda great deal of time inmeditation — con-templating the feralnatures of their to-temic patrons. Indeed,the highest masters ofthese arts often remove themselves from the company ofother elves and humanoids altogether, instead dwelling inthe wild. It is not unusual to find a feral elf dwelling with afamily of bears, a pack of wolves, a herd of deer or among thehigh nests of the hawks.

Use in Other Campaigns: The lodge-warrior isan unusual prestige class. Not every campaign caneasily use it and even those that can do so mightrequire a certain amount of alteration to make it fitproperly. As written, the lodge-warrior is made upof elves and half-elves devoted to a totem animal,through whose intercession they gain their powersto defend their homelands. In some campaigns,totem animals might be the purview of human orhalf-orc barbarians rather than elves. In others, theremight not be animal totems at all. In this case, the GMmight replace the Four Eldest Animals with appropriategods or elemental spirits. The basic premise of the class iscertainly workable in many settings, but the specific detailsmight have to change to suit changing circumstances.

Hit Die: d12.

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THE LODGE OF THE FIRST HAWKBase Attack Bonus: +5Feats: Alertness, Point-blank Shot, Weapon Focus (bow),

Wings-of-Fire*.Race: Wood elf, or half-elf (of wood elf lineage).Skill: Handle Animal 4 ranks, Jump 8 ranks.

THE LODGE OF THE FIRST STAGBase Attack Bonus: +5Feats: Improved Bull Rush, Mounted Combat, Stag-of-

Seven-Tines*, Weapon Focus (spear).Race: Wood elf, or half-elf (of wood elf lineage).Skill: Handle Animal 4 ranks, Ride 8 ranks.

THE LODGE OF THE FIRST WOLFBase Attack Bonus: +5Feats: Battle Cry, Dodge, Military Training*, Moon-in-

the-Eyes*.Race: Wood elf, or half-elf (of wood elf lineage).Skill: Handle Animal 4 ranks, Jump 8 ranks.

CLASS SKILLSThe lodge-warrior’s class skills are: Balance (Dex), Climb

(Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha),Jump (Str), Knowledge (nature) (Int), Listen (Wis), MoveSilently (Dex), Profession (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURESAll of the following are class features of the lodge-warrior

prestige class.Weapon and Armor Proficiency: Lodge-warriors

are proficient with all simple and martial weapons andwith light armor.

Beast Mind (Ex): This ability allows the lodge-warrior to focus his thoughts and actions, granting himextraordinary physical prowess when he channels histotem (as per the totem feat rules; see Appendix One).While the lodge-warrior channels the totem associated

with his lodge, he gains a +2 primal bonus to a singlephysical ability; this ability varies by the lodge (see the“Lodges of Vera-tre” sidebar for precise details).

Bonus Feats: Starting at 2nd level, and every otherlevel thereafter, the lodge-warrior may choose an addi-tional feat from those commonly taught at their lodge(see the “Lodges of Vera-tre” sidebar for the lists of featsthat lodge-warriors may choose). All normal prerequi-sites must be fulfilled in order to choose a feat from thislist. If a character already knows all of the feats listedthere, he is free to choose from the list given for Fightersfor their bonus feat.

Enhanced Channeling (Ex): At 2nd level, the lodge-warrior can channel the totem of his lodge a number of timesper day equal to 2 + his Charisma modifier. This increases to3 + his Charisma modifier at 6th level.

Animal Companion (Su): At 3rd level, the lodge-warrior gains an animal companion. After a full night’svigil under the full moon, an animal comes to the lodge-warrior just as the sun rises. This animal is a friend andboon companion, a representative sent by the totem ofthe lodge-warrior to aid him in his goals (see the “Lodgesof Vera-tre” sidebar for details on exactly what animalsare gained by the members of each lodge). This animal

TABLE A2–6: LODGE-WARRI OR (LDW)

STAGCR 1; SZ Large Animal; HD 3d8+3; hp 16; Init +2; Spd 60 ft.;AC 14 (-1 size, +2 Dex, +3 natural); Atk 1 gore +4 melee(1d8+2) or 2 hooves +4 melee (1d4+1); Face/Reach 5 ft. by10 ft/5 ft; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str14, Dex 15, Con 13, Int 2, Wis 11, Cha 10.

Skills: Hide +2*, Listen +7, Move Silently +6*,Spot +5.

Feats: Run.Special Qualities: Scent, Skills (+4 to Hide and

Move Silently; *in forested areas, Hide bonus in-creases to +6).

Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Beast mind2nd +2 +3 +3 +0 Bonus feat, enhanced channeling3rd +3 +3 +3 +1 Animal companion, beast-lore4th +4 +4 +4 +1 Bonus feat5th +5 +4 +4 +1 Beast form (1/day)6th +6 +5 +5 +2 Bonus feat, enhanced channeling7th +7 +5 +5 +2 Movement of the beast8th +8 +6 +6 +2 Bonus feat9th +9 +6 +6 +3 Beast form (2/day)10th +10 +7 +7 +3 Bonus feat

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THE LODGES OF VERA-TREThough the secrets of the Lodges of Vera-tre have

much in common with each other, their expressions varyaccording to the Lodge in question. Below are the detailsfor each of the four lodges.

THE LODGE OF THE FIRST BEARBeast Mind: Bear lodge-warriors increase their

Strength when using Beast Mind.Bonus Feats: The bonus feats gained by Bear lodge-

warriors are: Cleave, Deflect Arrows, Endurance, GreatFortitude, Improved Unarmed Strike, Power Attack,Robust*, Stalwart*, Stunning Attack, Sunder.

Animal Companion: Bear lodge-warriors gain ablack bear (see MM, “Animals”) as an animal compan-ion.

Beast Lore: The Bear Lodge teaches the skills Climband Handle Animal as its beast-lore.

Beast Form: The beast form of the Bear Lodge is thatof a black bear (see MM, “Animals”).

Movement of the Beast: Bear lodge-warriors gainthe ability to climb at a speed of 15 ft. They also gain thenormal +8 racial bonus to Climb checks associated withcreatures who have a Climb speed.

THE LODGE OF THE FIRST HAWKBeast Mind: Hawk lodge-warriors increase their

Dexterity when using Beast Mind.Bonus Feats: The bonus feats gained by Hawk

lodge-warriors are: Battle Cry, Dodge, Far Shot, Im-proved Staple*, Mobility, Precise Shot, Rapid Shot, Shoton the Run, Trick Shot*, Weapon Specialization (bow).

Animal Companion: Hawk lodge-warriors gain ahawk (see MM, “Animals”) as an animal companion.

Beast Lore: The Hawk Lodge teaches the skillsHandle Animal and Jump as its beast-lore.

Beast Form: The beast form of the Hawk Lodge isthat of a great hawk (use the stats of an eagle, see MM,“Animals”).

Movement of the Beast: Hawk lodge-warriors gain theability to leap prodigious distances. Their maximum jump-ing distance is no longer limited by their height in any way.

THE LODGE OF THE FIRST STAGBeast Mind: Stag lodge-warriors increase their

Constitution when using Beast Mind.Bonus Feats: The bonus feats gained by Stag lodge-

warriors are: Dodge, Improved Critical (spear), LightningReflexes, Mobility, Mounted Combat, Ride-by Attack,Spirited Charge, Spring Attack, Trample, Weapon Spe-cialization (spear).

Animal Companion: Stag lodge-warriors gain astag (see the sidebar “Stag”) as an animal companion.

Beast Lore: The Stag Lodge teaches the skillsHandle Animal and Jump as its beast-lore.

Beast Form: The beast form of the Stag Lodge isthat of a stag (see the sidebar “Stag”).

Movement of the Beast: Stag lodge-warriors in-crease their base movement by 10 ft.

THE LODGE OF THE FIRST WOLFBeast Mind: Wolf lodge-warriors increase their

Dexterity when using Beast Mind.Bonus Feats: The bonus feats gained by Wolf

lodge-warriors are: Advanced Military Training*, Alert-ness, Combat Expertise, Exotic Weapon Proficiency(bola), Formation Combat*, Improved Trip, Mobility,Spring Attack, Stalwart*, Whirlwind Attack.

Animal Companion: Wolf lodge-warriors gain awolf (see MM, “Animals”) as an animal companion.

Beast Lore: The Stag Lodge teaches the skillsHandle Animal and Jump as its beast-lore.

Beast Form: The beast form of the Wolf Lodge isthat of a wolf (see MM, “Animals”).

Movement of the Beast: Wolf lodge-warriors in-crease their base movement by 10 ft.

is treated as though it were gained by use of the charmanimal spell, save that there is no limit to the duration.

Beast-lore (Ex): Drawing upon the intimate knowl-edge he has of his totem, the 3rd-level lodge-warrioracquires increased proficiency with two skills — gaininga +2 primal bonus to all rolls made with those skills. Theprecise skills vary depending on the lodge (see the“Lodges of Vera-tre” sidebar for precise details).

Beast Form (Su): At 5th level, the lodge-warriorgains the ability to transform his shape into that of his

totem animal. This acts as a polymorph spell, save thatthe character may only take the form of his totemanimal (see the “Lodges of Vera-tre” sidebar for detailson what animal form the lodge-warrior is able to as-sume). He may use this power once per day. At 9th level,he may use this power twice per day.

Movement of the Beast (Su): At 7th level, thelodge-warrior gains a special movement power, based onhis totem. The precise nature of this power varies bylodge (see the “Lodges of Vera-tre” sidebar for details).

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MASTER OF THE IRON WINDseeks to do more than wield his iron fan skillfully;rather, he seeks to become like his fan — resilient,sleek and deadly. A rare few of these elite learn to tapinto something called the Iron Wind, a martialphilosophy and spiritual discipline that grants themspeed, strength and the ability to even generatewinds.

These days, masters of the Iron Wind are oftenfound wandering Ghelspad, traveling from place toplace. Some masters seek to actively train others inthe secrets of their war-art, while others simplyconsider their knowledge to be just another tool,

albeit a potent one. Few of those who have levelsin this prestige class actually teach at the tinyschools found in Darakeene.

Recently, rumors have begun to spreadamong the practitioners of this art that a small

cabal made up of masters of the Iron Wind havetaken up the worship of some titan of the winds.Many masters of this art have turned up dead, obvi-ously killed by another who wields the Iron Wind. Itis too horrible to contemplate, that this cabal may beapproaching the other masters of this style and try-ing to force them to join their heresy — killing thosewho refuse to do so.

Use in Other Campaigns: The master of theIron Wind is an example of an esoteric fighting classthat uses a weapon — the iron fan — uncommon inmost Western fantasy settings. Whether that is agood thing or a bad thing is for each GM to decide.Provide a GM’s campaign either acknowledges theexistence of the iron fan or has no problem assimilat-ing it; the class can be used more or less as written.Its origin would, of course, have to be altered to suitthe campaign, but that is a relatively minor change.On the other hand, if the iron fan is not easilyassimilated, the GM can choose either to omit theclass or to provide a suitable explanation for itsexistence. Perhaps the weapon is associated witha strange mystical doctrine or is an importationfrom a faraway land. Whatever he decides, theGM must provide an explanation for theweapon’s presence since it is so integral to theprestige class.

Hit Die: d10.

REQUIREMENTSTo qualify to become a master of the Iron

Wind, a character must fulfill all the followingcriteria:

Base Attack Bonus: +5Feats: Cloth Dancing*, Dodge, Exotic

Weapon Proficiency (iron war fan), Weapon

Among the Iron Wind Brotherhood there are afew who have achieved such levels of skill, with thefans favored by the order, that their martial skillsseem somehow supernatural. And perhaps they are.

Those who pursue the arts of the Iron WindBrotherhood to their fullest often take levels in thisprestige class, becoming whirlwinds of devastation

with their in-nocuous arms.

A true masterof the Iron

W i n d

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Finesse (iron war fan), Weapon Focus (iron war fan),Weapon Specialization (iron war fan).

Special: The character needs to find a mentor orschool that teaches this fighting style.

CLASS SKILLSThe master of the Iron Wind’s class skills are

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),Diplomacy (Cha), Intimidate (Cha), Jump (Str),Ride (Dex), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURESAll of the following are class features of the

master of the Iron Wind prestige class.Weapon and Armor Proficiency: Masters of

the Iron Wind are proficient with simple and martialweapons, and with all types of armor and shields.The preferred weapon of a master of the Iron Windis the iron fan.

Increased Attacks (Ex): The primary weaponof a master of the Iron Wind is the iron war fan. At1st level, a master of the Iron Wind using an iron fancan greatly increase his number of attacks. Whentaking his full attack action, he can make iterativeattacks at a factor of 3, rather than the normal factorof 5. He is still limited to a total of five attacks.

For instance, a master of the Iron Wind has abase attack bonus of +13. With any weapon he maytake a full attack action and make three attacks at+13/+8/+3. If he is using an iron fan, he may take afull attack action to make five attacks at +13/+10/+7/+4/+1.

Bonus Feats: Starting at 2nd level, and everyother level thereafter, the master of the Iron Windmay choose an additional feat from those commonlytaught to the Iron Wind Brotherhood. These areCombat Expertise (Disarm Riposte*, Improved Dis-arm, Riposte*), Spring Attack, Two Weapon Fighting(Spinning Blow*), Whirling Defense*. All normalprerequisites must be fulfilled in order to choose afeat from this list. If a character already knows all ofthe feats listed above, they are free to choose fromthe list given for fighters for their bonus feat (DMG,Chapter 3).

Signal (Ex): The iron fans, owned by masters ofthe Iron Wind, are often decorated with ornatedrawings and engravings. Because of this, they maybe used to communicate silently and efficiently acrossthe battlefield. At 3rd level, a master of the IronWind may communicate and coordinate attacks withthose familiar with him. When successfully using theAid Another action, a master of the Iron Wind givesa bonus of +4 to an ally’s attack roll or AC.

Zephyr of Iron (Ex): At 5th level, a true masterbegins to unlock the mystical abilities of the IronWind. Using the Zephyr of Iron ability, the master ofthe Iron Wind may move through a battlefield swiftly,spinning and blocking with his weapon. He may takea double move and is considered to be using totaldefense (PHB, Chapter 8, “Standard Actions”).

Moreover, at the beginning of his use of Zephyrof Iron, the master of the Iron Wind may make asingle attack roll, using the bonus for his iron warfan. If the result of this roll is higher than his ACwhile using Total Defense, his AC is considered tobe that result until his next turn.

At 10th level, the master of the Iron Wind gainsthe ability to move and still perform a full attackaction. He may move up to double his normal move-ment speed and still perform a full attack action. Hemay not substitute an attack roll for his AC as above,however.

Signature Weapon (Su): At 7th level, the mas-ter of the Iron Wind has achieved a unity with theiron war fan. This gives him a +1 bonus to attack anddamage rolls, which stacks with any magical bonusthe item has or feat the character possesses. Inaddition, the weapon is considered to be a +5 weaponfor the purpose of overcoming damage resistanceonly. These bonuses apply to any iron war fan he maywield.

In addition, the wielder of the weapon maychoose one of the following damage reduction types:chaos, evil, good, law or magical (+3). Any iron warfan he wields is considered to be a weapon of thistype for the purpose of overcoming damage resis-tance.

If the master is ever disarmed while using hisiron war fan, he may make a Reflex save (DC equalto the opponent’s disarm roll) to ignore the effects ofthe disarm — as he releases the weapon, which thenseems to return to his hand of its own accord. If theweapon is ever damaged, the master of the IronWind may make a Fortitude save (DC 10 + damagedone to the weapon) to ignore the effects of theattack.

Additionally, any iron war fan wielded by amaster of the Iron Wind may be thrown as a rangedweapon with a range increment of 20 ft. At 9th level,any iron war fan so thrown is treated as though it hadthe returning weapon enhancement.

Iron Wind Mastery (Su): At 9th level, themaster of the Iron Wind has further cultivated hisexpertise with the Iron Wind. He may use this in twoways:

Storm of Fury: As a standard action, the masterof the Iron Wind may crack his opened fan in a circleabout himself. He then makes a check using hisnormal attack bonus for his fan. Everyone within 5

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Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Increased attacks2nd +2 +3 +3 +0 Bonus feat3rd +3 +3 +3 +1 Signal4th +4 +4 +4 +1 Bonus feat5th +5 +4 +4 +1 Zephyr of iron (defensive)6th +6 +5 +5 +2 Bonus feat7th +7 +5 +5 +2 Signature weapon8th +8 +6 +6 +2 Bonus feat9th +9 +6 +6 +3 Iron Wind mastery, signature weapon (returning)10th +10 +7 +7 +3 Bonus feat, zephyr of iron (offensive)

feet of the master of the Iron Wind (including allies)must then make a Reflex save (DC equal to the resultof his check, above). Those who fail the save areknocked back 5 feet and land prone.

Sailing the Winds: A master of the Iron Windmay call upon the very winds to propel him upward.

TABLE A2–7: MASTER OF THE IRON WIND (MIW)

When using this ability, he gains a bonus to his Jumpchecks equal to his base attack bonus.

The Iron Wind Mastery technique may only beused a number of times per day equal to 3 + theDexterity bonus of the master of the Iron Wind. Thisnumber indicates total uses of both the Storm of Furyand Sailing the Winds abilities.

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MERCENARY OF THE HAWKcan include the mercenary of the Hawk in

his own campaign.Hit Die: d10.

REQUIREMENTSTo qualify to become

a mercenary of theHawk, a character mustfulfill all the followingcriteria:

Base AttackBonus: +5

Feats: Im-proved Initiative,Military Training*,Skill Focus (Handle

Animal).Skill: Handle

Animal 8 ranks.Special: A merce-

nary of the Hawk must havetrained a raptor herself and

taught it a minimum of threetricks.

CLASS SKILLSThe mercenary of the Hawk’s

class skills are Climb (Str), Craft (Int),Handle Animal (Cha), Jump (Str), Pro-

fession (Wis), Ride (Dex), Search (Int),Spot(Wis), Swim (Str).

Skill Points at Each Level: 2 + Intmodifier.

CLASS FEATURESAll of the following are class

features of the mercenary of theHawk prestige class.

Weapon and Armor Pro-ficiency: Mercenaries of theHawk are proficient with allsimple and martial weap-ons and with all armor andshields.

Bond the Raptor(Ex): A mercenary of theHawk gains the ability tobond with a raptor of herchoice. In order to con-sider the bond completeshe must have taught her

bird a minimum ofthree tricks. The

The Company of the Hawk is an elite group ofmercenaries who use specially trained birds of prey togather information on their enemies. With their supe-rior knowledge, the Company of the Hawk has repeatedlydefeated forces many times their size by striking wheretheir opponents are weakest and retreating before theenemy can bring more soldiers to bear.

Chief among the Company of the Hawkare those who train and work withthese great raptors. The mercenariesof the Hawk each form a close bondwith a specific bird. Through theirbond they eventually gain the abil-ity to see through the eyes oftheir raptor, lending them analmost supernatural awarenessof all that happens on the battle-field.

Currently the Companyof the Hawk is in the employ ofDurrover, lending their extraor-dinary reconnaissance skillsagainst Calastia. They haveused their intelligence gather-ing capabilities to help unitsof the Durrover militia slipout of Calastian traps morethan once. A number offormer mercenaries of theHawk have retired among thenorthern nations, and recentlythere have been rumors that one ofthem has started a small school forthe training of hawkers in easternDarakeene.

Use in Other Campaigns: Themercenary of the Hawk can be addedwith relative ease. The primary fea-ture of the class is its relationshipwith birds of prey. Most fantasycampaigns acknowledge the ex-istence of such birds, thereforepresenting no impediment to in-cluding it outside the ScarredLands. The details will need tobe changed, however. For ex-ample, the GM must decidewhether the class’s abilitiesare unique to one group orwidely known. If theformer, who possess suchabilities and what is theirorigin? These questionsare the sort the GMmust answer before he

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raptor may be an eagle, hawk or any other bird asapproved by the GM. The mercenary of the Hawk gainsa +5 insight bonus to all Handle Animal checks withthis particular raptor. Should her raptor ever die, themercenary of the Hawk loses all benefits of the prestigeclass until she trains a new raptor to bond (which simplytakes as long as it takes to train the creature three tricksusing Handle Animal). The raptor becomes a magicalbeast.

Empathy (Su): At 2nd level, the mercenary of theHawk begins to develop an empathic connection to herraptor. They share a basic empathic link, as long as theyare within a distance of one another equal to 1 mile perlevel in the mercenary of the Hawk class. The merce-nary of the Hawk always knows what her bonded raptoris feeling and can communicate simple concepts backand forth.

Alertness (Ex): At 3rd level, the mercenary of theHawk gains Alertness as a bonus feat.

Harry (Ex): At 3rd level, the mercenary of theHawk gains the ability to call down her bonded raptorto harry an enemy, allowing both of them to strike whilethe opponent is distracted. On the mercenary of theHawk’s initiative, her bonded raptor may swoop downand strike at her opponent (which does not provoke anattack of opportunity), who is denied his Dexteritybonus against the raptor. If either the raptor or themercenary hit the opponent, they inflict damage asnormal. If both of them hit, the combined attacks inflictan additional +1d6 damage. Note that the opponent isflanked by the raptor as well, granting the mercenary ofthe Hawk any other sneak attack bonus dice she mayhave.

This bonus damage increases to +2d6 at 6th level,and +3d6 at 9th level.

Telepathy (Su): At 4th level, the mercenary of theHawk gains the ability to communicate telepathicallywith her bonded raptor, as long as the bird is within 1mile per level of its handler’s mercenary of the Hawk

class. This communication is limited by the intelligenceof the bonded raptor.

Shared Sight (Su): At 5th level, a mercenary of theHawk gains the ability to see through the eyes of thebonded raptor at will. While looking through the eyes ofthe raptor, the mercenary can guide its actions throughthe use of her Handle Animal skill. While using thisability the mercenary of the Hawk is restricted to moveactions.

At 7th level, the mercenary of the Hawk may moveand act freely while sharing sight with the bondedraptor, and is no longer restricted to move actions. Anytime that a Spot check is made by either the mercenaryof the Hawk or her raptor, both are aware of the results.

Uncanny Dodge: Starting at 6th level, the merce-nary of the Hawk can use her bonded raptor’s vision toanticipate attacks that she would not normally notice;in effect, she retains her Dexterity bonus to AC regard-less of being caught flatfooted. At 10th level, themercenary of the Hawk can no longer be flanked; shecan react to opponents on opposite sides of her as easilyas she can react to a single attacker. This ability is onlyin operation while the bonded raptor flies over themercenary, remaining within a mile of her. Other classesthat grant Uncanny Dodge stack with levels of merce-nary of the Hawk for the purpose of determining thisability.

Friend in the Sky (Ex): At 8th level, the merce-nary of the Hawk gains a +2 bonus to initiative and a +2dodge bonus to AC so long as her raptor is flyingoverhead, within 1 mile of the mercenary.

Two Eyes (Su): At 9th level, the mercenary of theHawk and her bonded raptor gain the ability to use theother’s eyes when attacking. Any time an opponent isconcealed, both the mercenary and the raptor use thelowest concealment applicable to them. Thus, if themercenary is battling an opponent in a thick fog bank(50% concealment), but her hawk can see the opponentfrom a tree-branch nearby (20% concealment), themercenary is only penalized for the lesser concealment.

TABLE A2–8: MERCENARY OF THE HAWK (MOH)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +0 +0 Bond the raptor2nd +2 +3 +0 +0 Empathy3rd +3 +3 +1 +1 Alertness, harry +1d64th +4 +4 +1 +1 Telepathy5th +5 +4 +1 +1 Shared sight6th +6 +5 +2 +2 Uncanny dodge (Dex bonus to AC), harry +2d67th +7 +5 +2 +2 Shared sight8th +8 +6 +2 +2 Friend in the sky9th +9 +6 +3 +3 Two eyes, harry +3d610th +10 +7 +3 +3 Uncanny dodge (can’t be flanked)

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BONDED RAPTOR SPECI AL ABILITIESClassClassClassClassClass BonusBonusBonusBonusBonus NaturalNaturalNaturalNaturalNatural IntIntIntIntInt SpecialSpecialSpecialSpecialSpecialLevelLevelLevelLevelLevel HDHDHDHDHD ArmorArmorArmorArmorArmor1–2 +1 +1 3 Improved evasion3–4 +1 +2 4 Speak with birds5–6 +2 +3 5 Raptor strike7–8 +2 +4 6 Share feats9–10 +3 +5 — Awaken

Class Level: The level of the bonded raptor’smaster, in the mercenary of the Hawk prestigeclass.

Bonus HD: These are extra Hit Dice for theanimal type, each of which gains a Constitutionmodifier, as normal. Remember that extra Hit Diceimprove the raptor’s base attack and base savebonuses.

Natural Armor: The number listed here is animprovement to the bonded raptor’s AC.

Int: The bonded raptor’s Intelligence score.Improved Evasion: If the raptor is subjected to

an attack that normally allows a Reflex savingthrow for half damage, the raptor takes no damage

if it makes a successful saving throw and half damageeven if the saving throw fails. Improved evasion is anextraordinary ability.

Speak with Birds: The raptor gains the ability tocommunicate with other birds. This communicationis limited by the intelligence of the communicatingcreatures.

Raptor Strike: The bonded raptor gains boththe Flyby Attack and Mobility feats (regardless ofwhether or not it meets the prerequisites for doingso).

Share Feats: As long as they are within one mileof each other, the bonded raptor may use any of thefeats belonging to the mercenary of the Hawk.

Awaken:When the mercenary of the Hawk reaches7th level, the bonded raptor is affected as if by an awakenspell with several key differences. When rolling forIntelligence the Awakened raptor gains +2d6 Intelli-gence, and no bonus Hit Dice. In addition, the raptorand the mercenary of the Hawk retain all bonds andbenefits that they have gained from the mercenary ofthe Hawk’s progression in this prestige class.

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NINE-STINGS MASTERThe Nine-Stings College was the war college where

the collected wisdom and techniques of several smallerschools were taught. The masters of the Nine-StingsWar College gathered to themselves a large number ofshort sword styles and dual-wielding techniques, fusingthem into a single body of practice as swift as it wasdeadly.

As students of this style master their art, they aregiven whorled tattoos that depict the patterns of swords-manship they have mastered — an initiate of the secretsof the Nine-Stings War College can usually tell whattechniques other initiates favor simply by examin-ing their facial tattoos.

A rare few of these initiates learn thesecrets of this prestige class; these men andwomen master the complicated state of mindnecessary to allow the hands to not only workin complete coordination, but seemingly in-dependently. These initiates also learn thesecrets of causing opponents to defend againstone weapon, while leaving themselves openfor the other.

Use in Other Campaigns: The Nine-Stings master is another example of anesoteric fighting school. However, itsstyle of fighting is one that easily fits intomost fantasy settings. The dual wieldingof weapons is a popular one and it hasmany mythological and literary reso-nances. Consequently, most campaignscan easily accommodate the prestige class.Nevertheless, the GM should consider lim-iting the class to a particular region, cultureor even race. The style is unusual enoughto be noteworthy. Unless the GM wishesit to be commonplace, some type ofrestriction on its potential membershipis probably in order.

Hit Die: d10.

REQUI REMENTSTo qualify to become a Nine-

Stings master, a character must fulfillall the following criteria:

Base Attack Bonus: +5Feats: Two-Weapon Fighting,

Weapon Finesse (short sword),Weapon Focus (short sword),Weapon Specialization (shortsword).

Special: The character needsto find a mentor or school thatteaches this fighting style.

CLASS SKILLSThe Nine-Stings master’s class skills are Climb

(Str), Craft (Int), Handle Animal (Cha), Intimidate(Cha), Jump (Str), Ride (Dex), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURESAll of the following are class features of the Nine-

Stings master prestige class.Weapon and Armor Proficiency: Nine-Stings

masters are proficient with simple andmartial weapons, and all types of

armor — but not with shields.The preferred weapon of a

Nine-Stings master is theshort sword.

Increased Attacks(Ex): The primary weap-ons of the Nine-Stingsmaster are paired shortswords. At 1st level, aNine-Stings masterusing a short swordcan greatly increasehis number of at-tacks. When takinghis full attack ac-tion, he can makeiterative attacks ata factor of 3, ratherthan the normal 5.He is still limitedto a total of fiveattacks.

For instance,a Nine-Stingsmaster has a baseattack bonus of+13. With anyweapon he maytake a full attackaction and make

three attacks at+13/+8/+3. If he

is using a shortsword he may takea full attack actionto make five attacksat +13/+10/+7/+4/+1.

Bonus Feats:Starting at 2ndlevel, and at everyother level thereaf-

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ter, the master of the Iron Wind may choose an addi-tional feat from those commonly taught to the IronWind Brotherhood. These are Combat Expertise (Ri-poste*), Double Blow*, Improved Feint, ImprovedInitiative, Improved Two-Weapon Fighting. All nor-mal prerequisites must be fulfilled in order to choose afeat from this list. If a character already knows all of thefeats listed above, he is free to choose from the list givenfor fighters for his bonus feat.

Defensive Block (Ex): At 3rd level, the Nine-Stings master may choose to forego his extra attacksfrom his off-hand weapon in order to use it defensively.This grants him a +2 shield bonus to his AC. At 7thlevel this bonus becomes +4.

Signature Weapon (Su): At 5th level, the Nine-Stings master has achieved a unity with the short sword.This gives him a +1 bonus, to attack and damage rolls,that stacks with any magical bonus the item has or featthe character possesses. In addition, the weapon isconsidered to be a +5 weapon for the purpose of over-coming damage resistance only. These bonuses apply toany short sword he may wield.

In addition, the wielder of the weapon may chooseone of the following damage reduction types: chaos,evil, good, law or magical (+3). Any short sword hewields is considered to be a weapon of this type for thepurpose of overcoming damage resistance.

If the master is ever disarmed while using his shortsword, he may make a Reflex save (DC equal to theopponent’s disarm roll) to ignore the effects of thedisarm — as he rapidly releases and then re-catches the

weapon in his other hand, while shifting his still-heldweapon to the hand that was just disarmed. If theweapon is ever damaged, the Nine-Stings master maymake a Fortitude save (DC 10 + damage done to theweapon) to ignore the effects of the attack.

Split Perceptions (Ex): At 7th level the Nine-Stings master has fought so long with two weapons thatthe hands can act nearly independent of one another.This gives a +2 circumstance bonus to skills requiringcoordination such as Climb, Disable Device, OpenLock, Perform, Pick Pocket and Use Rope. In addition,the Nine-Stings master reduces the penalty for fightingwith a short sword in each hand (his penalty becomes –1 with his primary weapon, and –2 for the off-handweapon).

At 10th level the penalties for fighting with twoshort swords is reduced again (no penalty with hisprimary weapon, and –1 for the off-hand weapon).

Double Strike (Ex): At 9th level, the Nine-Stingsmaster gains the ability to coordinate his attacks to anastonishing degree; opponents are forced to try anddefend against one strike, leaving themselves open forthe second weapon. If both swords successfully hit in around, the Nine-Stings master inflicts +1d6 damagewith the second attack. This damage is considered sneakattack damage. If the Nine-Stings master already hasthe sneak attack damage special ability, those dice areadded to the extra damage inflicted by this ability. Thus,if a Nine-Stings master has three ranks in the Rogueclass, he will inflict +3d6 with a successful DoubleStrike.

TABLE A2–9: NINE-STINGS MASTER (NSM)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +2 +0 Increased attacks2nd +2 +3 +3 +0 Bonus feat3rd +3 +3 +3 +1 Defensive block4th +4 +4 +4 +1 Bonus feat5th +5 +4 +4 +1 Signature weapon6th +6 +5 +5 +2 Bonus feat7th +7 +5 +5 +2 Split perceptions (–1/–2)8th +8 +6 +6 +2 Defensive block, bonus feat9th +9 +6 +6 +3 Double strike +1d610th +10 +7 +7 +3 Split perceptions (0/–1), bonus feat

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RAGEWITCHPowerful, angry magic runs through the blood of some

tribal people. With time, patience, and advice from the spirits,these sorcerers eventually learn to channel this fury into theirspellcasting. Fueled by rage, their magic becomes terribleindeed. Because their tribe often fears the hell-storms of magicthat result when they are angered, ragewitches tend to live onthe outskirts of their communities — though the tribe makessure that the ragewitch is fed, clothed and generally has herwishes met. After all, when danger threatens the tribe, aragewitch nearby is a vital and potent ally; in tribal commu-nities, a spellcaster who will defend the tribe heedless of theirown danger is a well-respected thing.

Use in Other Campaigns: The ragewitch is anunusual prestige class in that it combines arcane spellabilities with the barbarian class. In some campaigns,barbarians hate and fear magic, in which case such aclass might be inappropriate. Of course, there are alwaysindividuals who defy cultural conventions andragewitches may well be such individuals.Even if ragewitches are not exceptional inthat regard, they might belong to a group orsecret society that teaches its abilities onlyto a select few. Alternately, ragewitchesmay simply develop their abilities due tosome unknown agency, which mightexplain the awe in which manyhold them.

Hit Die: d6.

REQUIREMENTSTo qualify to become a

ragewitch, a character mustfulfill all of the following cri-teria:

Ability: Barbarian rageFeats: Combat Casting, Em-

power Spell.Skills: Concentration 8

ranks, Knowledge (arcana) 5ranks, Survival 5 ranks.

Spellcasting: Must be able tospontaneously cast 2nd level arcanespells, including at least two spells ofthe Evocation school.

CLASS SKILLSThe Ragewitch’s class skills

are Concentration (Con), Craft(Int), Knowledge (arcana) (Int), Lis-ten (Wis), Search (Int), Spellcraft(Int), Spot (Wis), Survival (Wis).

Skill Points at each level: 2 + Intmodifier

CLASS FEATURESAll of the following are class features of the ragewitch

prestige class:

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the spell, unaugmented by metamagic feats, is met by thispower, the spell may be cast.

Witch’s Fury (Ex): Starting at 2nd level, the ragewitchcan channel her fury into her spells to make them morepotent. While she is in a barbarian rage, the spell save DC onany damaging spells is increased by +2. This increase becomesa +3 at 5th level, and a +4 at 8th level.

Unshakable Will (Ex): At 4th level, the ragewitchtruly becomes an implacable foe. While in barbarian rage,even the stoutest blows don’t distract her from her target. Theragewitch is assumed to succeed in all Concentration checksnecessary to prevent her spell from being disrupted bydamage, distraction or jostling.

Channel Spell (Su): At 6th level, the ragewitch in abarbarian rage can siphon some of her magical energy into aphysical blow. This is considered a move-equivalent action,and the ragewitch expends one of her spell slots for the day(she is limited to using a spell slot of a level that she can castdue to the rage casting ability). That spell is considered cast.The energy that would normally be used to cast the spellempowers the ragewitch’s weapon (or fist). For a number ofrounds equal to her level in the ragewitch prestige class, theweapon has an enhancement bonus to attack and damageequal to the level of the spell slot expended. This weapon'sbonus is used to determine levels of damage reduction to beovercome, as well.

For instance, a 7th level ragewitch channels a third levelspell slot into her greataxe. For the next seven rounds, theweapon has a +3 enhancement bonus to attack and damageand is considered a +3 weapon for the purpose of overcomingdamage reduction.

Combat Sorcery (Ex): At 10th level, the ragewitchdevelops an almost primal aptitude with her sorcery — shelearns to wield magic as she would any other weapon. Whilein barbarian rage she can weave a spell and wield a weaponat the same time. When taking a full attack action, theragewitch may sacrifice her highest bonus attack in order tocast a spell with a casting time of no longer than one action.

Weapon and Armor Proficiency: Ragewitches areproficient with simple weapons and light armor. Armor of anytype interferes with the ragewitch’s arcane gestures, which cancause her spells to fail (if those spells have somatic compo-nents).

Spells per Day: A ragewitch continues to advance inspellcasting ability. When a new ragewitch level is gained, thecharacter gains new spells per day as if she had also gained alevel in an arcane spellcasting class she belonged to before sheadded the prestige class. She does not, however, gain any otherbenefit a character of that class would have gained (improvedchance of controlling or rebuking undead, metamagic or itemcreation feats, and so on). This essentially means that she addsthe level of ragewitch to the level of some other spellcastingclass the character has, then determines spells per day andcaster level accordingly.

If a character had more than one arcane spellcasting classbefore she became a ragewitch, she must decide to which classshe adds each level of ragewitch for purposes of determiningspells per day when she adds the new level. Levels in this classstack for the purposes of familiar advancement.

Rage Casting (Ex): At 1st level the ragewitch hasachieved such familiarity with channeling magic, and enoughcontrol over her own rage, that she may even cast basic arcanespells and use metamagic feats while in the heat of rage. Thus,she may cast 0-level and 1st level spells while in a barbarianrage.

Her proficiency with such spellcasting continues toadvance as she gains levels in this class — every other levelafter the first, she may cast one higher level of spells while ina rage. Thus, she may cast 2nd level spells at 3rd level, 3rd levelspells at 5th level, 4th level spells at 7th level and 5th levelspells at 9th level.

A ragewitch in a barbarian rage may not cast spells ofhigher level than those indicated by this power; however, shemay cast spells of these levels that are technically higher leveldue to metamagic feats. For instance, a 5th level ragewitchmay cast an empowered fireball, even though such a spell isnormally considered a 5th level spell. As long as the level of

TABLE A2–10: RAGEWITCH (RWT)Class Base Fort Ref Will Special SpellsLevel Attack Save Save Save per day

Bonus1st +0 +2 +0 +2 Rage casting (0-lvl, 1st) +1 level of existing class2nd +1 +3 +0 +3 Witch’s fury (+2) +1 level of existing class3rd +2 +3 +1 +3 Rage casting (2nd) +1 level of existing class4th +3 +4 +1 +4 Unshakable will +1 level of existing class5th +3 +4 +1 +4 Rage casting (3rd), witch’s fury (+3) +1 level of existing class6th +4 +5 +2 +5 Channel spell +1 level of existing class7th +5 +5 +2 +5 Rage casting (4th) +1 level of existing class8th +6 +6 +2 +6 Witch’s fury (+4) +1 level of existing class9th +6 +6 +3 +6 Rage casting (5th) +1 level of existing class10th +7 +7 +3 +7 Combat sorcery +1 level of existing class

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TOTEM WARRI ORMost tribal warriors are adopted by one totem

or another, and try to follow their spirit patron’stenets while still managing to survive in theirharsh environment. Some rare few have the charmand wisdom to succor several of the elderspirits. Balancing the dictates of nu-merous totems can be demanding,but for those who have the guile,the rewards are high. Totemwarriors have made suitableofferings to the spirits to becons idered par t icu lar lyblessed. Totem spirits arefaithful to all their chil-d ren , but the totemwarriors are especiallycherished.

Totem warriors tendto be considered heroes,albeit strange and distantones, by their tribe. Theyfrequently go on quests for theirpatrons, and are accorded honorswhen they return. Totem warriorsare often made chieftains and sha-mans of their tribes, and manylegends tell of men and womenso touched by the spirits thatthey even freely assumed theform of their patrons. Totemwarriors can be found amongnearly any of the tribes whorevere the totems, from theorcs of Lede to the tribes ofTermana’s Gamulganjus. Innearly every instance theyare fierce defenders of theirpeople, and powerful op-ponents to their enemies.

Use in Other Cam-paigns: The totem warriorrequires both the existenceof primitive societies andanimal spirits adopted asquasi-divine patrons. Theformer is a staple of mostfantasy settings, whilethe latter is much lesscommon. If a GM’s set-ting does not includetotem animals, he couldreplace them with gods, el-emental spirits or someother powerful entities. Whatmatters is that they be some sort of

patron whom the totem warrior can emulate andthereby gain powers from. Naturally, if the GMchooses to follow this path, he will need to createhis own Greater Totem Channeling abilities, us-

ing the ones here as a guideline.Hit Die: d10

REQUI REMENTSTo qualify to be-

come a totem warrior,a character must fulfillall of the following cri-teria:

Ski l l s : Knowl-edge (nature) 5 ranks,Survival 8 ranks.

Feats: Initiate ofthe Spirit Ways, any

one totem feat.

CLASS SKILLSThe totem warrior ’s

class skills are Balance(Dex) , Cl imb (St r) ,Handle Animal (Cha), In-t imidate (Cha) , Jump(Str), Knowledge (na-ture) (Int), Listen (Wis),Ride (Dex), Spot (Wis),Survival (Wis), Swim(Str).

Skill Points at eachlevel: 4 + Int modifier

CLASSFEATURES

All of the followingare class features of the

totem warr ior prest igeclass:

Weapon and ArmorProficiency: Totem war-riors are proficient withsimple and martial weapons,light and medium armor, and

with shields.Extra Channel ing

(Su): Starting at 1stlevel, the totem warriorlearns to propitiate thespirits and curry favorwith his totem(s). Thisincreased favor allows

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the totem warrior to channel his totem spiritsmore often. At 1st level, the totem warrior canchannel a totem spirit one additional time perday. At 4th level, he gets another channeling,raising the total bonus to +2 times per day. Fi-

nally, at 7th level, they gain another channeling,raising the total bonus to +3 times per day.

Totem Feat: Starting at 2nd level, and atevery other level thereafter, the totem warriorforms a bond with another totem spirit. The to-

TABLE A2–11: TOTEM WARRIOR (TMW)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +0 +0 Extra channeling2nd +2 +3 +0 +0 Totem feat3rd +3 +3 +1 +1 Totem form 1/day4th +4 +4 +1 +1 Totem feat, extra channeling5th +5 +4 +1 +1 Greater channeling6th +6 +5 +2 +2 Totem feat, totem form 2/day7th +7 +5 +2 +2 Extra channeling8th +8 +6 +2 +2 Totem feat, enhanced duration9th +9 +6 +3 +3 Totem form 3/day10th +10 +7 +3 +3 Totem feat, composite form

GREATER TOTEM CHANNELINGBasic affiliation with a totem grants a limited

boon for a short period of time. Greater attunementto a totem comes from increasing devotion to one’stotems, represented by gaining levels in the totemwarrior prestige class. The benefits of this greatertotemic bond include limited duration bonuses toability scores, and, ultimately, special qualities addedto a composite form. Listed below are the totemsgiven in this book, along with the relevant abilityscores, and their inherent qualities. GMs are en-couraged to come up with additional totems andtheir appropriate abilities and qualities as needed.

It should be noted that the four Eldest BeastTotems of the Ganjus are not included on this list, asthey do not sponsor totem warriors — their favoredchampions are the lodge-warriors of Vera-tre.

Boar (Constitution): Tusk Gore (1d8 + StrBonus), Improved Bull Rush, Ferocity (can fightwithout penalty while disabled or dying).

Deer (Dexterity): Fleetfooted (Speed 60), Cam-ouflage (+6 to Hide checks), Evasion special ability.

Desert Falcon: (Constitution): Talons (1d6 +Str Bonus), Flight (Speed 80ft, poor), Shadowless(leaves no shadow).

Eagle (Dexterity): Talons (1d6 + Str Bonus),Flight (Speed 60 ft, average), Improved Sight (+6 toSpot checks in daylight).

Hookwing (Intelligence): Scaly Skin (+4 natu-ral armor bonus), Flight (Speed 60ft average), SpringAttack feat.

Huror (Strength): Great Size (increase size byone category, increase natural attack by one diecategory), Pelt of the Ice Bear (+8 natural armorbonus), Bear Claws (1d10 + Str Bonus).

Miser Jackal (Intelligence): Evasion specialability, Improved Speed (+20 to Speed), Fingers ofthe Magpie (+6 to Sleight of Hand).

Moon (Wisdom): Limited Incorporeality (af-fected only by +1 or better weapons or magic, attacksgo through mundane, not magical, armor), ShedLight 30’ radius, Flight (30 ft, perfect).

Night (Wisdom): Limited Incorporeality (af-fected only by +1 or better weapons or magic, attacksgo through mundane, not magical, armor),Blindfighting feat, Flight (30ft, perfect).

River (Dexterity): Cold subtype, Mobility feat,Fluid Form (half damage from bludgeoning attacks).

Wind (Dexterity): Limited Incorporeality (af-fected only by +1 or better weapons or magic, attacksgo through mundane, not magical, armor), Flight(40 ft, perfect), Evasion special ability.

Wolf (Intelligence): Bite (1d8 + Str Bonus),Improved Speed (+ 20 to Speed), Scent special ability.

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tem warrior can also choose an extra totem feat ateach of these levels.

Totem Form (Su): Similar to the druid abil-ity, starting at 3rd level the totem warrior canassume the shape of one of his totems. Generally,when the totem spirit is an animal, this ability isas per the polymorph spell. If the totem spirit issome other object or plant, the character assumesthe shape of that plant or object. If the totem issomething insubstantial such as Night or Moon,the effect is similar to the gaseous form spell. If thetotem is elemental in nature, the effect is as perthe polymorph spell — into the appropriate me-dium sized elemental.

Greater Channeling (Ex): At 5th level, thetotem warrior’s attunement to his totem becomesso great that, when channeling, he gains some ofthe core traits of his totem. This translates to a +2totem bonus to one of his ability scores appropri-ate to the totem (see sidebar). This bonus onlyapplies while he is actively channeling his totem.

Enhanced Duration (Ex): At 7th level, thetotem warrior becomes more at ease with allowingthe essence of a totem into his body. The act ofchanneling becomes less taxing, and the totem

warrior can channel a totem for much longer.Anytime the totem warrior channels a totem, hemay now do so for a number of rounds equal to 6+ his Constitution bonus.

Composite Form (Su): The pinnacle of atotem warrior’s attunement with his spirit pa-trons, the totem warrior may assume a formblending different aspects of his totems. Differenttotems offer different options (see the sidebar,“Greater Totem Channeling”), and when the to-tem warrior reaches 10th level, he may adopt acomposite form once per day. For each totem, thetotem warrior may choose one quality to add tothis form. Each quality must be chosen so there isno conflict, and the GM is advised to ban anyunworkable forms. The total number of qualities,of the composite form, may be equal to the num-ber of totems the totem warrior has — but lessmay be chosen if desired. However, the totemwarrior is limited to a maximum of one quality pertotem, though these are not static — that is, hemay choose the qualities each time he takes onthe composite form. The totem warrior may stayin his composite form for as long as he desires.

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In days of old, the Legion of White Firewas the first attempt to integrate the arcanearts with the ways of battle. In this regard thelegion was quite successful. The legion hadalways been small, as there were few who hadthe talent for magic and fewer still whowanted to then risk their lives on the battle-field. However, membership in the Legion ofWhite Fire was a prestigious thing and le-gionnaires were often distributed among theother forces. Those with the skills of a wizardoften served as tacticians and advisors, whilethe few sorcerers in the legion made well-renowned generals. In addition, those withthe inclination were prolific in their creationof items of power.

This dispersal of the legion also served asits downfall. With the collapse of the Ledeanempire and the coming of the Charduni, thelegions fell and their generals and tacticians fellwith them. In the wake of the Divine War, fewwarriors of White Fire remained. But thosewho did, mainly craftsmen and a few tacti-cians, kept the traditions alive. The warriorsof White Fire are now seeing a resurgencewith the relative prosperity of Darakeene,and most find their way into Clayborn,Hammerdale, or Glamerhill. A few arealso found in Lageni and New Venir,though those in the Calastian Hegemonyhave little or no contact with those in Darakeene.

Use in Other Campaigns: The warrior of theWhite Fire is a classic warrior/spellcaster prestigeclass, combining the best of both vocations todeadly effect. Most campaigns could easily as-similate it with a minimum of difficulty. Theprimary question for the GM is whether theabilities of the class are difficult to acquire ornot. If difficult, the GM might wish to createa group or brotherhood that holds the secretsof the class and which PCs must join to gainaccess to them.

Hit Die: d8.

REQUI REMENTSTo qualify to become a warrior of White

Fire, a character must fulfill all the followingcriteria:

Base Attack Bonus: +3Feats: Combat Expertise, Two-Weapon

Fighting, Weapon Focus (quarterstaff),Weapon Specialization (quarterstaff).

Spellcasting: Must be able to cast 2ndlevel arcane spells.

WARRI OR OF WHITE FI RE

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Special: The character needs to find a mentor orschool that teaches this fighting style.

CLASS SKILLSThe warrior of White Fire’s class skills are Climb

(Str), Concentration (Con), Craft (Int), Handle Ani-mal (Cha), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Ride (Dex), Spellcraft (Int), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURESAll of the following are class features of the warrior

of White Fire prestige class.Weapon and Armor Proficiency: Warriors of

White Fire are proficient with simple and martial weap-ons, all types of armor but not with shields. Armor of anytype interferes with the warrior of White Fire’s arcanegestures, which can cause his spells to fail (if those spellshave somatic components).

Spells per Day: When a new warrior of White Firelevel is gained, the character gains new spells per day asif he had also gained a level in an arcane spellcastingclass he belonged to before he added the prestige class.He does not, however, gain any other benefit a charac-ter of that class would have gained (improved chance ofcontrolling or rebuking undead, metamagic or itemcreation feats, and so on). This essentially means that headds the level of warrior of White Fire to the level ofsome other spellcasting class the character has, thendetermines spell per day and caster level accordingly.

If a character had more than one arcane spellcastingclass before he became a warrior of White Fire, he mustdecide to which class he adds each level of warrior ofWhite Fire for purposes of determining spells per daywhen he adds the new level. Levels in this class stack donot for the purposes of familiar advancement.

Increased Attacks (Ex): The primary weapon ofthe warrior of White Fire is the quarterstaff. At 1st level,a warrior of White Fire using a quarterstaff can greatlyincrease his number of attacks. When taking the full

attack action, he can make iterative attacks at a factorof 3, rather than the normal 5. He is still limited to atotal of five attacks.

For instance, a warrior of White fire has a baseattack bonus of +13. With any weapon he may take a fullattack action and make three attacks at +13/+8/+3. If heis using a quarterstaff he may take a full attack action tomake five attacks at +13/+10/+7/+4/+1.

Bonus Feats: Starting at 2nd level, and at everyother level thereafter, the warrior of White Fire maychoose an additional feat from those commonly taughtto warriors of White Fire. These are Blind-fight, Im-proved Initiative, Improved Trip, Improved TwoWeapon Fighting, Point Blank Shot (Far Shot, PreciseShot), Polearm Trip*, Spinning Blow*, Weapon Focus(rays, touch attacks). All normal prerequisites must befulfilled in order to choose a feat from this list. If acharacter already knows all of the feats listed above, heis free to choose from the list given for Fighters for theirbonus feat.

Focus Weapon (Ex): At 3rd level, the warrior ofWhite Fire has become so attuned to his quarterstaffthat he may use the weapon to deliver touch spells.When he casts a touch spell, he may choose to hold it inhis weapon instead of in his hand or through a familiar.It should be noted that unlike normal touch spells, thecaster may not cast his spell into his weapon and thenattack with it on the same round.

The warrior of White Fire has two options on howto deliver the spell. He may use his quarterstaff to delivera melee touch attack or to deliver a normal attack. If hedelivers a melee touch attack, the spell discharges asusual. If he delivers a normal attack successfully, notonly does the spell discharge into the opponent, but theweapon inflicts normal damage as well.

Warriors of White Fire may use their iterativeattacks gained through a high base attack bonus todeliver either melee touch attacks or normal attacks;they may not deliver both. As usual, if the warrior ofWhite Fire tries to cast another spell, while holding thetouch spell, the first spell dissipates harmlessly.

TABLE A2–12: WARRI OR OF WHITE FI RE (WWF)Class Base Fort Ref Will Special SpellsLevel Attack Save Save Save per day

Bonus1st +0 +2 +0 +2 Increased attacks +1 to level of existing class2nd +1 +3 +0 +3 Bonus feat +1 to level of existing class3rd +2 +3 +1 +3 Focus weapon +1 to level of existing class4th +3 +4 +1 +4 Bonus feat +1 to level of existing class5th +3 +4 +1 +4 Armor sympathy (10%), signature weapon +1 to level of existing class6th +4 +5 +2 +5 Bonus feat +1 to level of existing class7th +5 +5 +2 +5 Martial spellcasting +1 to level of existing class8th +6 +6 +2 +6 Bonus feat +1 to level of existing class9th +6 +6 +3 +6 Armor sympathy (15%) +1 to level of existing class10th +7 +7 +3 +7 Still spell, bonus feat +1 to level of existing class

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Armor Sympathy: At 5th level, the warrior ofWhite Fire becomes more accustomed to casting spellswhile wearing light armor. He may therefore reduce by10% the arcane spell failure of light armor he is wearing.This reduction in the armor check penalty applies onlyif he is wearing light armor and not using a shield. Thisbonus increases to a 15% reduction at 9th level.

Signature Weapon (Su): At 5th level, the warriorof White Fire has achieved true proficiency with thequarterstaff. This gives him a +1 bonus to attack anddamage rolls that stacks with any magical bonus theitem has or feat the character possesses. In addition, theweapon is considered to be a +5 weapon for the purposeof overcoming damage resistance only. These bonusesapply to any quarterstaff he may wield.

In addition, the wielder of the weapon may chooseone of the following damage reduction types: chaos,evil, good, law or magical (+3). Any quarterstaff hewields is considered to be a weapon of this type for thepurpose of overcoming damage resistance.

If the warrior of White Fire is ever disarmed whileusing his quarterstaff, he may make a Reflex save (DCequal to the opponent’s disarm roll) to ignore the effectsof the disarm — as he rapidly releases and then re-catches the weapon in his other hand. If the weapon isever damaged, the warrior of White Fire may make aFortitude save (DC 10 + damage done to the weapon)to ignore the effects of the attack.

Martial Spellcasting (Ex): A 7th level warrior ofWhite Fire has gained the aptitude for casting spells

even in the heat of battle. The warrior of White Firesteels himself from distraction to such an extent that hecan weave a spell and wield a weapon at nearly the sametime. While using his full attack option, the warrior ofWhite Fire can sacrifice his highest bonus attack inorder to cast a spell that has a casting time of no longerthan one action. Casting while in combat is distractingand requires a Concentration check (DC 10 + spelllevel) or the spell is wasted. Also, casting spells provokeattacks of opportunity as normal unless the warrior ofWhite Fire wishes to cast defensively.

For instance, a warrior of White Fire with a baseattack bonus of +12 and Martial Spellcasting takes a fullattack action. Normally, this would allow him threeattacks, at +12, +7, and +2 respectively. Instead, he mayopt to cast a spell and then make two attacks at +7 and+2 respectively. If the spell in question is a 3rd levelspell, the warrior of White Fire would need to succeedin a Concentration check (DC 13) to cast the spell andan additional Concentration check (DC 18) to castdefensively so as to not provoke an attack of opportu-nity.

Still Spell (Su): At 10th level, the warrior of WhiteFire becomes so adept at casting lesser spells whilewearing armor that he eschews the need for somaticcomponents at all. All spells, of third level or lower, castby a warrior of White Fire are treated as if they were castwith the Still Spell metamagic feat. This is done with nolevel modifier and takes no extra time to cast.

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WHITEFURIn the frozen wastelands of northern Albadia

roams the mighty huror. The barbarians ofAlbadia greatly respect these powerful beasts —indeed, some tribes seek to emulate their strength.The greatest of these Albadian berserkers havelearned to tap into the rage of the huror and callupon the elemental forces of the High Ice. Ca-pable of turning the weather itself against theirfoes, these whitefurs roam the frigid wastelandsseeking to protect the tribes of Albadia.

Those who seek to become a whitefur musttravel to live alone among the hurors for a periodof several winter months. This serves as both alearning process and a trial for the potentialwhitefur. Those who survive, find that the windand cold no longer sap their strength — insteadthese forces now grant them even greater abili-ties.

Use in Other Campaigns: The whitefur is abarbarian warrior who emulates the abilities ofan arctic creature and thereby gains power. This

works well in most campaigns, but the specificcreature emulated — the huror — is specific to theScarred Lands. To use it in other campaigns, theGM must decide whether to simply adopt thehuror into his own game or to substitute anotherappropriate creature, such as a polar bear. Natu-rally, the class also assumes the existence oftundra-dwelling barbarians. If none exist, thewhitefur is largely unusable as a prestige class.

Hit Die: d12

REQUI REMENTSTo qualify to become whitefur, a character must

fulfill all the following criteria:Ability: Barbarian RageAlignment: Any non-Lawful

Base Attack Bonus: +7Feats: Great Fortitude.Skill: Survival 10 ranks.Special: The character must have the

huror's paw magical tattoo on their body (seeRelics & Rituals 2: Lost Lore, Chapter Five,“Tatoo Magic).

CLASS SKILLSThe whitefur’s class skills are Balance

(Dex), Climb (Str), Craft (Int), Handle Ani-mal (Cha), Heal (Wis), Hide (Dex), Intimidate(Cha), Jump (Str), Listen (Wis), Profession(Wis), Ride (Dex), Spot (Wis), Survival (Wis),Swim (Str).

Skill Points at Each Level: 2 + Int modifier

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CLASS FEATURESAll of the following are class features of the whitefur

prestige class.Weapon and Armor Proficiency: Whitefurs are

proficient with all simple and martial weapons and withlight armor.

Strength of the Huror: At 1st level, the whitefurgains a +2 bonus to Strength while raging. This bonusstacks with any other benefits the character wouldnormally get while raging. So a 7th level barbarian/ 1stlevel whitefur, for example, will have a total of +6 tostrength while raging.

Wind Friend (Su): At 2nd level the whitefur is nolonger affected by the wind. Any magical or non-magical wind will not touch the whitefur.

Huror’s Stride (Ex): At 2nd level, the whitefurgains the ability to pass freely over snow and ice. Theynever take a movement penalty for crossing eithersubstance. In addition, any Balance checks that wouldbe caused by navigating either terrain are assumed toautomatically succeed.

Child of the North (Ex): At 3rd level, the whitefurenhances the magic of his huror's paw tattoo so thatwhen it is activated he is granted a damage resistance of10 to cold. This resistance is increased to 15 at 5th level,20 at 7th level and 25 at 9th level.

Huror’s Clench (Ex): At 4th level, the whitefurgains a +4 competence bonus to grapple checks.

Pelt of Frost (Su): At 6th level, the whitefur gainsthe supernatural ability to summon icy cold. This abilitymay be used once per day and lasts for a number ofrounds equal to his whitefur level + Constitution bonus.Any creature who attacks the whitefur with a natural orunarmed attack takes 1d6 points of cold damage. If thewhitefur strikes an opponent with an unarmed strike hedeals an additional 1d6 points of cold damage. At 9thlevel, the whitefur may call upon this ability twice perday.

Eye of the Storm (Su): At 7th level, the whitefurmay cause the Northern winds to whip around him.Once per day, the whitefur may summon the winds towhip around him with the severity of a windstorm.These winds affect anyone within a number of feet equalto 10 times the character's level in the whitefur prestigeclass; this lasts for a number of rounds equal to thewhitefur's Constitution bonus.

All ranged weapon attacks are impossible withinthe area of the winds, and Listen checks are at a –8penalty. Any small or smaller creature in the area mustmake a Fortitude save (DC 18) or be knocked prone androlled 1d4x10 feet, sustaining 1d4 points of subdualdamage per 10 feet rolled. Medium sized creatures mustmake a Fortitude save (DC 18) or be knocked prone.Large or Huge sized creatures must make a fortitude save(DC 18) or be unable to move towards the whitefur.

At 10th level, the whitefur may call upon the eyeof the storm 2/day. In addition, all of those within thestorm take 1d6 points of cold damage per round.

TABLE A2–13: WHITEFUR (WHF)Class Base Fort Ref Will SpecialLevel Attack Save Save Save

Bonus1st +1 +2 +0 +0 Strength of the huror2nd +2 +3 +0 +0 Wind friend, huror's stride3rd +3 +3 +1 +1 Child of the north 104th +4 +4 +1 +1 Huror’s clench5th +5 +4 +1 +1 Child of the north 156th +6 +5 +2 +2 Pelt of frost 1/day7th +7 +5 +2 +2 Child of the north 208th +8 +6 +2 +2 Eye of the storm 1/day9th +9 +6 +3 +3 Child of the north 25, pelt of frost 2/day10th +10 +7 +3 +3 Eye of the storm 2/day

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It should come as little surprise that war is won withweapons. From the smallest of blades secreted about theperson, ready to be put to use at any time, to mightyengines of war — since the discovery that a stick mightbe put to better use in the cause of violence than the barefist — warriors have used weaponry. What follows is acollection of new weapons, from the miniscule darts ofthe blowgun to the mighty featheraxe. Additionally,this appendix includes a number of materials fromaround the Scarred Lands, used to craft coveted weap-ons and armor by those with the skill to do so.

NEW EQUIPMENT

WEAPONSAtl-atl: A small device that helps improve

the range of thrown javelins or spears, the atl-atlconsists of a small board with a hook or thongcradling the end. Using an atl-atl is tricky, andthe throw requires a great deal of practice. Settinga weapon into an atl-atl is a move-equivalentaction. Proficiency requires both Martial Weap-

ons Proficiency in the atl-atl and whicheverweapon is being used (halfspear, spear or javelin).An atl-atl increases a weapon’s range incrementby 50%. When combined with the far-shot feat,the increase is 100%. Use of the atl-atl with anappropriate weapon grants a +1 damage bonus tothat weapon.

Bent Grip: A bent grip allows great controlover a weapon, though at some cost of power. Thisgrip has a number of flanges and a significantcurve, allowing it to fit easily in the hand. Bentgrips function properly on any light sword and onone-handed piercing swords. It may not be fittedto other weapons. Weapons with a bent grip granta +1 enhancement bonus to a weapon’s threatrange (meaning that it does not stack with en-chantments that also improve the threat range).The bent grip is known as a Lageni, Moorish, orVeshian grip, depending on one’s location, and ismost commonly used in Lageni and Vesh.

Bladed Chain: Also called a razor chain, thebladed chain is a weapon designed in Dunanhaeand based on the spiked chain. It is thought to

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TABLE A3–2: EXOTIC WEAPONSWeaponWeaponWeaponWeaponWeapon CostCostCostCostCost Dmg (S)Dmg (S)Dmg (S)Dmg (S)Dmg (S) Dmg (M)Dmg (M)Dmg (M)Dmg (M)Dmg (M) CriticalCriticalCriticalCriticalCritical RangeRangeRangeRangeRange WeightWeightWeightWeightWeight TypeTypeTypeTypeTypeLight Melee WeaponsBroadreach double sickle 36 gp 1d4 1d6 18-20/x2 10 ft. 6 lbs. SlashingBroadreach roundknife 24 gp 1d3 1d4 x2 — 2 lbs. SlashingKukri sword 40 gp 1d4 1d6 18-20/x2 — 6 lbs. SlashingGladiator's gauntlets 100 gp (pair) 1d4 1d6 19-20/X2 — 8 lb pair PiercingIron war fan 20 gp 1d4 1d6 x2 — 3 lb. Bludgeoning,

SlashingSlitheren tail-knife 30 gp 1d3 1d4 x2 — 2 lb. SlashingSlitheren tail-mace 30 gp 1d3 1d4 x2 — 3 lb. BludgeoningOne-Handed Melee WeaponsBroadreach roundsword 90 gp 1d8 1d10 x2 — 13 lbs. SlashingGreat kukri 60 gp 1d6 1d8 18-20/x2 — 8 lb. SlashingChain and weight 10 gp 1d6/1d8 x2 10 ft. 3 lb. BludgeoningRope and weight 2 gp 1d6/1d8 x2 10 ft. 2 lb. BludgeoningWhipswordTwo-Handed Melee WeaponsBladed chain 40gp 1d8 1d10 x3 — SlashingBroadreach double scythe 200 gp 1d6/1d6 2d4/2d4 x4 — Piercing or

SlashingBroadreach razor bow (melee) 210 gp 1d3/1d3 1d4/1d4 x2 — 4 lbs. SlashingFeatheraxe 90 gp 1d10 2d6 19-20/x3 — 20 lb. SlashingHookspear 20gp 1d6/1d3 1d8/1d4 x2/x2 10 ft. PiercingSlitheren hookstaff 25 gp 1d6/1d6 1d8/1d8 x3/x3 — 12 lb. PiercingWarscepter 30 gp 1d8 1d10 x3 — 15 lb. BludgeoningRanged WeaponsBlowgun 1gp 1 1 x2 10 ft. 1 lb. PiercingBlowgun needle 1sp — — — — 0 lb. —Broadreach razor bow (ranged) 210 gp 1d4 1d6 x3 60 ft. 3 lbs. PiercingBroadreach throwing disk (5) 3 gp 1 1d2 x2 10 ft. 1/2 lb. Slashing

TABLE A3–1: MARTIAL WEAPONSWeaponWeaponWeaponWeaponWeapon CostCostCostCostCost Dmg (S)Dmg (S)Dmg (S)Dmg (S)Dmg (S) Dmg (M)Dmg (M)Dmg (M)Dmg (M)Dmg (M) CriticalCriticalCriticalCriticalCritical RangeRangeRangeRangeRangeWeightWeightWeightWeightWeight TypeTypeTypeTypeTypeMiscellaneousAtl-atl 5 sp — — — — — —Bent grip +5 gp — — — — — —Shielded grip +15 gp — — — — — —One-Handed Melee WeaponsCutlass 15 gp 1d4 1d6 x2 — 3 lb. SlashingSaber 10 gp 1d4 1d6 19-20/x2 — 3 lb. SlashingTwo-Handed Melee WeaponsSpearstaff 15 gp 1d6/1d4 1d8/1d6 x3/x2 10 ft. 7 lb. Piercing/Bludgeoning

have originated with the charduni. It consists ofa chain, ten feet in length, with an anchor weighton one end and a large scythe blade on the other.Half of the chain, from the bladed end to themiddle, is also covered with wickedly sharp bladesprojecting out at all angles.

A bladed chain has reach, and may be used tostrike opponents 10 feet away. In addition, unlikeother weapons with reach, it can be used against anadjacent foe. Like the spiked chain, the bladedchain grants a +2 bonus to trip and disarm checks ,

and may simply be dropped in lieu of being counter-tripped.

Because of its weight and heft, the bladedchain may not be used with the Weapon Finessefeat.

Blowgun: The blowgun is a simple tribalweapon used primarily for hunting small game.For larger prey, it is best used when poison isapplied to its needles. The blowgun can be used asa simple weapon, but the user runs the standardrisk of applying poison (DMG, Chapter 3, “Poi-

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son”). If taken as an Exotic Weapon Proficiency,the user doesn’t risk poisoning when applyingtoxin to a blowgun needle.

Broadreach double scythe: The recentlyreawakened Broadreach elves of the Hornsawwield a number of strange weapons. As the nameimplies, this weapon looks very much like a scythewith a second blade at the opposite end. In real-ity, these weapons are not very useful as farmimplements, and no elf would ever dream of dull-ing her blade on a field of crops. A character mayfight with the double scythe as if wielding a doubleweapon, but all normal penalties for two-weaponfighting apply.

Broadreach double sickle: Possibly the mostcreatively deadly of all the Broadreach elven weap-ons, the double sickle looks like two sicklesattached together to form an “S” shape. Though itis not designed for use as a double weapon, thesecond blade still adds to the double sickle’s effec-tiveness. The extra sharp edge increases the chanceof a critical hit, and when such a hit is achieved,this extra blade comes into play to add signifi-cantly to the damage inflicted. In addition, the Scurve of the double sickle gives it a +2 bonus toopposed attack rolls when attempting to disarman opponent (this bonus does not apply if thesickle wielder is the one being disarmed). Finally,

the double sickle can be thrown in a spinning arcthat can go around corners, striking even oppo-nents who are behind cover. In game terms, thisgives anyone throwing a double sickle a +1 bonusto attack opponents behind cover. There is nobonus for hitting foes behind improved cover.

Broadreach razor bow: Living in the danger-ous Hornsaw, the Broadreach elves have foundmost ranged weapons to be prohibitively danger-ous to use. One simply never knows when thenext evil beast will drop from a tree directlybehind a bowman, neatly slitting his throat withblade or claws while the unfortunate victim triesto drop his bow and fumble for his sword. Toprevent such occurrences while still permittingthe strategic use of arrows, the Broadreach elvesdevised the razor bow.

A razor bow is a finely crafted short bow witha small curved blade at each end. It can be usedlike any other short bow for ranged attacks andalso as a melee weapon when necessary. Whenused in melee, the razor bow may be grasped withboth hands, allowing both of the bow’s blades tobe used as if the wielder bore a double weapon,though all normal penalties for two-weapon fight-ing apply. The Weapon Finesse feat may be usedwith the razor bow as well, due to its light weightand slender form. Among the Broadreach elves,

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the razor bow is actually more common than theshort bow.

Using the razor bow as a normal bow merelyrequires Martial Weapons Proficiency. Using it asa melee weapon effectively requires an ExoticWeapon Proficiency, however (characters whodo so may also use the razor bow's ranged attacksproficiently).

Broadreach roundknife: The roundknife ofthe Broadreach elves is a small, curved slashingweapon that is held in a similar manner to thepunching dagger. Yet instead of the direct, pierc-ing motion employed with the punching dagger,the roundknife's disk-blade is handled with grace-ful slashing arcs. The Broadreach elves preferroundknives to ordinary daggers and huntingknives because the sturdiness of the grip makes itdifficult to disarm a roundknife wielder (+4 bonusin an opposed attack roll when attempting todefend from a disarm strike; no bonus if using aroundknife to attempt to disarm another).

Broadreach roundsword: A roundsword issomething like a larger roundknife. It has a simi-lar but even better protected grip, allowing for a+5 bonus in an opposed attack roll when defend-ing from an attempt to disarm (again, no bonusapplies if using the roundsword to disarm an-other). Because of the blade’s shape, anyoneattempting to wield a roundsword without beingproficient in its use has a certain chance in everyattack of accidentally striking herself instead ofher opponent. If a non-proficient roundswordwielder rolls a natural 1 to hit, then she mustmake a Reflex save (DC 15) or take normal dam-age from the roundsword. This danger is negatedonce a character becomes proficient with theweapon.

Broadreach throwing disk: The throwing diskis a tiny, perfectly round, razor-edged disk thatthe Broadreach elves often use as a ranged weapon.Though one must be fairly close to one’s targetdue to the throwing disk’s short range, this weaponis still prized for its total silence while flyingthrough the air. Silence can often make a life ordeath difference in the dangerous Hornsaw.Though somewhat larger and more effective thanshuriken, throwing disks are still small enough tobe thrown three at a time in the course of a singleattack action, so long as all three are already heldin the thrower’s hand, and so long as all three aredirected simultaneously at the same target.

Chain and weight: A length of strong butlight chain connected to a pointed, fist-sized leadweight. The winding and spinning effect of thechain gives this weight a deadly force. At normalmelee range the chain is still somewhat effective,

but treated like a flail, and damage is reducedaccordingly.

A chain and weight has reach, and may beused to strike opponents 10 feet away. In addi-tion, unlike other weapons with reach, it can beused against an adjacent foe, though it only doesdamage like a light flail when used thusly. Likethe spiked chain, the chain and weight grants a+2 bonus to trip and disarm checks and maysimply be dropped in lieu of being counter-tripped.

The chain and weight may be used with theWeapon Finesse feat. Proficiency in the chainand weight also grants proficiency in the rope andweight.

Cutlass: A short sword with an elaboratebasket hilt that can be used as a gauntlet. That is,unarmed attacks may be made as actual damage.This can be useful while grappling. Like the ra-pier, the cutlass may be used with the WeaponFinesse feat.

Featheraxe: A deceptively named weapon,the featheraxe resembles a short glaive with a 30-degree bend where the blade and shaft meet. Theblade itself is rather heavy and is traditionallyengraved with the outline of a feather. The weaponis top heavy and too unbalanced to be used effec-tively in combat without special training.Characters with the appropriate proficiency touse this weapon but with a Strength score of lessthan 13 receive a –2 penalty when fighting withthis weapon.

Gladiator gauntlets: Heavy gauntlets withiron flanges that spread outward from the mainlength of the gauntlets, gladiator gauntlets boasta short, thick stabbing blade that extends outover the fist, similar to that of a punching dagger(though larger). These weapons, which are oftenpaired, may be used as shields or weapons. Itrequires a shield proficiency to use them defen-sively and a martial weapons proficiency to usethem offensively. On a round where a given gaunt-let is used offensively, the wielder loses the shieldbonus for that weapon. However, if the wielderhas the Exotic Weapon Proficiency (gladiatorgauntlets), he may use both the weapons offen-sively while retaining the shield bonus. These areknown as “sleeve shields” among the slitheren.

Iron war fan: Iron war fans use thick ironpieces as the ribs of the fan, with the outsidepanels being not only beautifully decorated butheavily weighted as well. While closed the fancounts as a simple club, and requires only SimpleWeapon Proficiency. Once opened, use of the fanrequires a Martial Weapons Proficiency, and open-ing or closing it requires a move-equivalent action.

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Should the character take iron war fan asan Exotic Weapon Proficiency, closing andopening is the fan becomes a free action. Ad-ditionally, it grants a +1 bonus to AC as ashield, even if used to attack with during thatround.

Iron war fans may be enchanted as either aweapon or shield, and the enchantments are kepttrack of separately — that is, an iron war fan with a+2 enhancement bonus to attacks, and a +2 en-hancement bonus to AC costs 12,320 gp (320 gp forthe masterwork iron war fan, plus 8000 gp for theattack bonus, plus 4000 gp for the AC bonus).

Rope and weight: A length of strong ropeconnected to a pointed, fist-sized lead weight.The winding and spinning effect of the ropegives this weight a deadly force. At normalmelee range the rope is still somewhat effec-tive, but treated like a flail, and damage isreduced accordingly.

A rope and weight has reach, and may beused to strike opponents 10 feet away. In addi-tion, unlike other weapons with reach, it canbe used against an adjacent foe, though it onlydoes damage like a light flail when used thusly.Like the spiked chain, the rope and weightgrants a +2 bonus to trip and disarm checksand may simply be dropped in lieu of beingcounter-tripped.

The rope and weight may be used with theWeapon Finesse feat. Proficiency in the ropeand weight also grants proficiency in the chainand weight.

Saber: The traditional weapon of cavalryunits. It is a light slashing weapon with a slightcurve to the blade. Like the rapier, the sabermay be used with the Weapon Finesse feat.

Shielded grip: One of a number of protectedgrips, such as shell or basket hilts, the shielded gripis used in a variety of bladed weapons — includingdaggers, rapiers, and longswords. If a weapon with ashielded grip is employed in battle, and the wielderis using Combat Expertise, the AC bonus gainedthrough the use of that feat is increased by +1. Thisbonus increases to a +2 if the Combat Expertiseproficient character is using two shielded grip weap-

ons, but only if they also possess the Two-WeaponFighting feat. Additionally, shielded grips grant a+1 circumstance bonus for the purpose of resistingdisarm attempts.

Slitheren hookstaff: A hookstaff is a doubleweapon with a semi-circular sickle-like blade ateach end; one blade is edged on the inside of thecurvature, while the other is edged along the out-side. The hookstaff evolved from early implementsamong the slitheren ratmen used to gather horseratdung. When using a hookstaff, the wielder maymake trip attacks with it. Should he be tripped insuch an attempt, he may simply drop the weapon toavoid being tripped.

Sl i theren ta i l -kn i fe : A cus tom- f i t tedweapon that is strapped to the prehensile tailof slitheren ratmen, the tail-knife permits theslitheren to make attacks with its tail. It is stillsubject to normal multiattack rules (see MM).

Slitheren tail-mace: As the tail-knife, thetail-mace is fitted with a bludgeoning end.

Spearstaff: A spearstaff is similar to ashortspear, but with a thicker shaft. It is alsobalanced so that it may be used as a doubleweapon, similar to a quarterstaff. While it canbe thrown, this weapon’s weight and balancelimits its range.

Sword, kukri: Kukri swords are bent for-ward, with a sharp edge on the inside of thecurve. The swing is strange, compared to thatof other weapons, and it takes some practice towield this blade effectively.

Sword, great kukri: A larger version ofthe kukri sword, great kukri swords are similarto axes in several respects. The sharp edge ison the inside of a curved blade.

Warscepter: Usually wielded by followersof Chardun, these weapons are essentially largemaces. The head is shaped like a screamingface, or simply enwrapped with iron barbs in apattern reminiscent of a thorny crown.

ARMORGladiator gauntlets: see above.

TABLE A3–3: ARMORArmor Cost Armor Maximum Armor Arcane Weight

Bonus Dex Check SpellBonus Penalty Failure

LightWicker 10 gp +1 +6 0 5% 5 lb.ShieldsGladiator 100 gp pair+ 2 (+1 ea.) — –2 (–1 ea.) 10% (5% ea.) 8 lb.gauntlets

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Wicker: Armor crafted of lacquered wickerprovides limited protection, but is certainlybetter than no armor in hot weather. Wickerarmor reduces the penalty associated with wear-ing armor in hot weather from a –4 to a –2(DMG , Chapter 8, “The Environment,” HeatDangers).

MAGICAL ARMS AND ARMOR IN THESCARRED LANDS

Magic and warfare have always been close com-panions. Strength in only one can often carry theday, and mastery in both is the goal of most aspiringnations. To neglect either is to spell disaster. Aswith many cultural traditions of Ghelspad, theclose marriage between magic and warfare origi-nated in the early days of Lede, where an entirelegion was dedicated to the blending of the two.From this legion, skilled craftsmen churned outenchanted artifacts to strengthen the Ledean warmachine. This tradition has been handed down tothe inheritor nations of Lede, especially Calastia,Darakeene, and Lageni.

CLOTHBORN ARMORDescription: This lightweight enchanted

suit of armor is a delight to wayfarers, rangers,the followers of Enkili and to members of theVeshian Vigils. It was originally developed forand is best known by its use among the Observ-ers of Darakeene. The wizard Nerith ofDarakeene perfected the magical process earlyin her career that creates this armor, in aneffort to help the Observers remain mobile yetbe well-protected as they watched battlesamong the other nations of Ghelspad.

Powers: Clothborn armor is typical mas-terwork armor, except for enchantments thatrender it as soft and supple as heavy cloth. Anytype of masterwork armor, even chainmail andfull plate, may be clothborn armor. Whateverthe armor type, it retains its standard armorbonus but is treated as padded armor for thepurposes of determining maximum Dex bonus,armor check penalty, arcane spell failure, speed,weight and time needed to don and remove.(See PHB, Chapter 7, Table 7–6: Armor andShields and Table 7–7: Donning Armor.)

Example: Half-plate clothborn armor has a+7 armor bonus, offers +8 maximum Dex bo-nus, a 5% arcane spell failure chance and noarmor check penalty. Speed while wearing it is30 feet for Medium creatures or 20 feet forSmall. It weighs 10 pounds and takes 1 minuteto don and remove (5 rounds to don hastily).

Clothborn armor rarely has enhancement bonusesbeyond the armor’s inherent armor bonus. Attemptingto make existing magical armor into clothborn armorundoes its original inherent magical benefits.

Moderate transmutation; CL 11th; Cre-ate Magic Arms and Armor, stone to flesh;Price 21,500 gp.

TABLE A3–7: RANGEDWEAPON SPECIAL ABILITIES

Special Ability Market Price ModifierMadriel’s Mercy (Light) +1 bonusSlumber +1 bonusMadriel’s Mercy (Moderate) +2 bonusMultiplicity +2 bonusParalysis +2 bonusUnerring Strike +2 bonusEnvenomed +3 bonusMadriel’s Mercy (Serious) +3 bonusPetrification +4 bonusMadriel’s Mercy (Critical) +4 bonus

TABLE A3–4: ARMORSPECIAL ABILITIES

Special AbilitySpecial AbilitySpecial AbilitySpecial AbilitySpecial Ability Market Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierEnspelled +1 bonusSpellwoven (5) +2,500 gpBlessed Defense +10,000 gpSpellwoven (10) +10,000 gpSpellwoven (20) +40,000 gp

TABLE A3–5: SHIELDSPECIAL ABILITIES

Special AbilitySpecial AbilitySpecial AbilitySpecial AbilitySpecial Ability Market Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierSpellwoven (5) +2,500 gpBlessed Defense +10,000 gpSpellwoven (10) +10,000 gp

TABLE A3–6: MELEEWEAPON SPECIAL ABILITIES

Special Ability Market Price ModifierSlumber +1 bonusDoom +2 bonusParalysis +2 bonusUnerring Strike +2 bonusEnvenomed +3 bonusPetrification +4 bonus

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–20% % has a market price bonus of –20%. Thisability stacks with any class abilities that reducearcane spell failure, but does not stack with otherarmor qualities or materials that alter arcane spellfailure.

Moderate to strong transmutation; CL 12th;Create Magic Arms and Armor, caster must be atleast 12th level; Price +2,500 gp (5%), +10,000gp (10%), +40,000 gp (20%).

WEAPON SPECI AL ABILITIESThe following are special abilities that weap-

ons may be enchanted with.

DOOMDescription: This ability is commonly found

on weapons enchanted by priests of Chardun. Thebearers of such weapons, which are often en-graved with gruesome scenes of death andbloodshed, are frightening individuals. With theseweapons in hand, these savage warriors can makeeven the most stalwart knight quake in fear.

Powers: When an opponent enters an areathreatened by the wielder of a weapon of doom,that opponent must make a Will save (DC 13) orbecome so overcome with fear of the wielder thathe is at –2 to all attack and damage rolls, and allability checks — while he is so threatened by thewielder.

Moderate necromancy; CL 3rd; Create MagicArms and Armor, doom; Price +2 bonus.

ENVENOMEDDescription: The druids of Khirdet are said

to have originated this foul ability, though theCult of Ancients is perhaps the most well knownwielders of envenomed weapons. Envenomedweapons do poison damage along with the theirnormal effects.

Powers: As a free action, the wielder of anenvenomed weapon may choose to activate thisability. The choice to activate this power must bemade before the attack roll is made. If the strikeis successful, the victim must make a Fortitudesave (DC 14) or take 1d6 temporary Constitutiondamage. After 1 minute, the victim must makeanother Fortitude save (DC 14) or take an addi-tional 1d6 temporary Constitution damage. Thisability may only be placed on slashing or piercingweapons. Bows, crossbows, and slings confer thisability on their ammunition. This may be used 2times per day.

Moderate necromancy; CL 9th; Create MagicArms and Armor, poison; Price +3 bonus.

ARMOR AND SHIELDSPECI AL ABILITIES

The following are special abilities that shieldsand armor may be enchanted with.

BLESSED DEFENSEDescription: Developed by the divine armies

because of a need to move around battlefieldsteeming with the enemy, anyone wearing armorwith this special ability can only be attacked withconcerted effort as long as they remain outside ofcombat.

Powers: As long as the wearer of this armordoes nothing to attack an opponent, anyone wish-ing to attack him must make a successful Willsave (DC 14) in order to follow through on theattack. If attackers do not succeed on this willsave, they lose that action. If the wearer makesany sort of attack, he loses the benefits of blesseddefense for the duration of the combat.

Moderate abjuration; CL 5th; Create MagicArms and Armor, sanctuary; Market Price:+10,000 gp.

ENSPELLEDDescription: Developed by the warrior mage

Quevian of the Argent Flame, a legendary crafts-man of the Ledean Legion of White Fire, armorenchanted with this special quality can store spellsthat discharge when the wearer of the armor iswounded in combat.

Powers: A spellcaster may cast any targetedspell up to 3rd level (as long as it has a castingtime of 1 action) into the armor, instead of cast-ing it normally. When so enchanted, the armorglows with a white nimbus. The next time thewearer of the armor is wounded, the spell that hasbeen stored in the armor discharges upon theattacker. The armor can only hold one spell at atime, but there is no limit to how long a spell maybe stored in the armor. Once the spell discharges,the armor is empty of spells and a spellcaster mayagain store another spell in the armor.

Moderate transmutation; CL 12th; CreateMagic Arms and Armor, creator must be a casterof at least 12th level; Price +1 bonus.

SPELLWOVENDescription: Another invention of Quevian

of the Argent Flame, armor with the spellwovenspecial ability does not inhibit its wearer’sspellcasting as much as regular armor.

Powers: Spellwoven armor has a reduced ar-cane spell failure. The amount of reduction isgiven by the level; –5% has a market price bonusof +1, –10% has a market price bonus of +3, and

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PARALYSISDescription: This ability is reputedly the

design of Fredelgar, “the Sandman,” a powerfulsorcerer and one of the emperors of the Empire ofthe Wheel. He is well known for his repertoire ofnon-lethal magic, and sponsored the war collegeof Glamerhill. He specialized in creating armsthat incapacitate rather than kill, and city guardcaptains typically carried such weapons duringhis reign.

Powers: A weapon with the paralysis specialability can paralyze with but a touch. On a suc-cessful attack, the opponent must make a Willsave (DC 15) or be held as per hold person for 5rounds. If the weapon is used in melee, the wieldermay instead make a melee touch attack; if suc-cessful, the opponent must make a save as above,but suffers no damage from the weapon. Bows,crossbows, and slings confer this ability on theirammunition.

Moderate enchantment; CL 5th; Create MagicArms and Armor, hold person; Price +2 bonus.

PETRIFICATIONDescription: A more potent version of the

paralysis ability, petrification turns the target tostone on a successful hit. There also exists aversion of this used by certain high-rankingHedradan clergy that turns an opponent to goldinstead of stone.

Powers: On a successful attack, the victim ofa weapon with the petrification ability must makea Fortitude save (DC 17) or be petrified as per theflesh to stone spell. If the weapon is used in melee,the wielder may instead make a melee touch at-tack; if she succeeds, her opponent must make asave as above, but suffers no damage from theweapon. Bows, crossbows, and slings confer thisability on their ammunition. The rare version ofthis ability that is used by Hedradan clergy causesthe victim to suffer the effects of judgement of gold(see The Divine & the Defeated).

Strong transmutation; CL 13th; Create MagicArms and Armor, flesh to stone (or judgement ofgold); Price +4 bonus.

SLUMBERDescription: Another creation of the Sand-

man, slumber weapons cause opponents to fallinto a sound sleep on a successful attack.

Powers: With but a touch, a weapon with theslumber special ability can cause opponents tosleep. On a successful attack, the opponent mustmake a Will save (DC 13) or fall asleep as per thesleep spell for 1 minute. Anyone unaffected by asleep spell is likewise unaffected by a weapon withthis special ability. If the weapon is used in melee,

MADRIEL’S MERCYDescription: Another invention of the Di-

vine War, these weapons, if they can be calledsuch, were created to extend the range of Madriel’shealers on the battlefield.

Powers: This ability is typically placed onammunition — arrows, bolts, or sling bullets. Inorder to “attack” with a weapon imbued withMadriel’s mercy, the player rolls a ranged touchattack — the target may forgo his Dex bonus if heso desires. If the strike is successful, the ammuni-tion disappears in a blaze of brilliant white energythat heals the target. The level of the abilitydetermines the amount of healing, as indicatedbelow.

Level Hit points healedLight 1d8+1Moderate 2d8+3Serious 3d8+5Critical 4d8+7

The weapon or ammunition is destroyed on asuccessful attack. Bows, crossbows, and slings can-not have this special ability, as it is only theammunition that is imbued.

Light: Moderate conjuration; CL 1st; CreateMagic Arms and Armor, cure light wounds; Price+1 bonus.

Moderate: Moderate conjuration; CL 3rd;Create Magic Arms and Armor, cure moderatewounds spell; Price +2 bonus.

Serious: Strong conjuration; CL 5th; CreateMagic Arms and Armor, cure serious wounds spell;Price +3 bonus.

Critical: Strong conjuration; CL 7th; CreateMagic Arms and Armor, cure critical wounds spell;Price +4 bonus.

MULTIPLICITYDescription: This ability is much feared

among the enemies of the elves of Vera-tre. Ar-rows, or other range weapons, imbued with thisability multiply into three before they strike.

Powers: When an attack is made, the rangedweapon multiplies into three such weapons — inmid-flight. The wielder of the weapon can makethree separate attack rolls at the normal attackbonus. When the attack is resolved, whether theranged weapon hits or misses, all three weaponsdisappear. Bows, crossbows and slings cannot havethis special ability, as it is only the ammunitionthat is imbued.

Moderate conjuration; CL 3rd; Create MagicArms and Armor, Liliandel’s flurry*; Price +2bonus.

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creating this light metal has been a closely keptsecret of the Hammerdale war college. Azurite isa light, durable metal that is very bright andreflective. Weapons made of azurite weigh half ofwhat the same weapon of iron would weigh. Mostarmor made of azurite is one category lighter thannormal for purposes of movement and other limi-tations. Heavy armor is treated as medium, whilemedium and light armor are treated as light.

Armor and shields made of azurite increasetheir maximum dexterity modifier by 1, reducetheir armor check penalty by 1, and reduce theirarcane spell failure by 5%. Items made of azuriteare considered masterwork for purposes of con-struction time but the masterwork quality doesnot affect the armor check penalty. Note thatonly items made wholly or mostly of this metalqualify as an azurite item.

Azurite has a hardness of 10 and 30 hit pointsper inch of thickness.

A NOTE ON DEFINITIONSIn the descriptions of the exotic materi-

als, you will find some of the followingclassifications of objects. For clarity, theyare described here.

Wholly Metal: An object made entirelyof metal. Weapons that are wholly metalinclude swords, maces and the spiked chain.Armor that is wholly metal includes fieldand half plate, chain mail, and chain shirt.

Mostly Metal: An object mostly of metal.Weapons that are mostly metal include axes,flails, and hammers. Armor that is mostlymetal includes breastplate, banded mail, scalemail, and splint mail.

Mostly Wood: An object made mostly ofwood. Weapons that are mostly wood in-clude spears and polearms, scythes, andarrows and bolts. There is no armor that ismostly wood.

Wholly Wood: An object made entirelyof wood. Weapons that are wholly woodinclude clubs, the quarterstaff, and bows andcrossbows. There is no armor that is whollywood.

Organic: An object that is made of onceliving material. Organic items include itemsthat are mostly or wholly wood, and leatheritems including slings and leather armor.

the wielder may instead make a melee touch at-tack; if he succeeds, his opponent must make asave as above, but suffers no damage from theweapon. Bows, crossbows, and slings confer thisability on their ammunition.

Moderate enchantment; CL 3rd; Create MagicArms and Armor, sleep; Price +1 bonus.

UNERRING STRIKEDescription: Often used by the faithful of

Enkili, weapons with unerring strike are able tohit even the most improbable of targets.

Powers: Weapons with unerring strike may,once per day, grant a +20 circumstance bonus toany attack roll made with the weapon. This bonusstacks with any other modifier the weapon mayhave. Once used, the unerring strike ability maynot be used for a full 24 hours. Bows, crossbows,and slings confer this special ability on theirammunition. This may not be used to enchantammunition.

Moderate divination; CL 5th; Create MagicArms and Armor, true strike; Price +2 bonus.

EXOTIC MATERIALS OFTHE SCARRED LANDS

The Divine War caused great changes to the face ofScarn, leaving little untouched by the mighty powers —and spilled blood of both titans and gods — that wereunleashed. While most tools of war are crafted fromwood, iron and stone, there are those arcanists andcraftsman who search out mysterious materials thathave been touched by the essence of great power orprimal forces. The existence and properties of thesematerials are often found in the depths of hidden librar-ies, or handed down master smith to apprentice as aclosely guarded trade secret. Oftentimes these materialsare imbued with powerful magic, and using them tocreate magic items can reduce the XP cost of doing so.Some of these exotic materials, and details regardingtheir use, are listed below.

Adamantine: This dull, dark gray metal wascreated by Golthagga the Shaper and hidden deepwithin the earth. Goran, the patron of the dwarves,discovered this rare substance and showed hischildren where to find the valuable ore. Thedwarves continue to burrow deeper and deeper insearch of the precious veins of this nearly un-breakable metal.

For more information on adamantine, see DMG,Chapter 7, “Creating Magic Items,” Special Materials.

Azurite: This alloy of silver and iron is cre-ated by a magical ritual, discovered by Ledeancraftsmen among the Legion of White Fire. Sincethe fall of the Ledean Empire, the method of

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For more information on dragonhide, see DMG,Chapter 7, “Creating Magic Items,” Special Materials.

Fangsfall Ore: The city of Fangsfall is notedfor its proximity to a large mountain that is thoughtto be one of the teeth of the titan Gaurak. In themines that crisscross this mountain, the people ofFangsfall found a strange rock that is calledFangsfall ore. No known forge or smelter can meltthis stone, though sufficient heat can render itsoft enough to shape and hammer an edge to.Items made of this gray porous substance do +1damage, as the weapon “bites deeply” — even inareas where magic does not work. As soon as aweapon made of Fangsfall ore damages an oppo-nent, it starts to slowly turn brown, then crimson.

Armor made of Fangsfall ore doesn’t seem tohave any unusual properties, however it alsochanges color as its wearer is damaged. If an itemmade of Fangsfall ore is damaged once it hasstarted changing color, the item begins to bleeduntil either it is repaired or is thoroughly de-stroyed in a pool of blood and stone. Items madeof Fangsfall ore are considered masterwork withrespect to construction time, but the masterworkquality does not affect the enhancement bonus ofweapons or the armor check penalty of armor.Note that only items made wholly or mostly ofFangsfall ore have these properties.

Fangsfall ore has a hardness of 10 and 25 hitpoints per inch of thickness.

Fangsfall ore has an affinity to certain necro-mantic magic. If an item made of Fangsfall ore isenchanted with life draining or wounding magic,such enchantments have an XP cost that is 10%less than normal.

Iron, Cold: Though they once protected theknowledge of creating this material from the world,the clergy of Syhana has now made it commonknowledge, for the Titanswar warped and horri-bly corrupted many of the fey creatures of theworld. Likewise, the Order of Iron bears the knowl-edge of how to create this material, though theyrarely use it.

For more information on cold iron, seeDMG , Chapter 7, “Creating Magic Items,”Special Mater ia ls .

Mithril: Mithril is a very hard, silvery metalthat is considered sacred by the followers ofCorean. Created by the Forger, the metal wasgifted to his most faithful followers. Mithril canbe found in veins running near the surface, andrequires little mining. It is considered the purestmetal by most smiths, and items made of mithrilare amazingly light. Weapons made of Mithrilweigh half of what an iron weapon of the sametype would weigh, and most armor made of mithril

Azurite has an affinity to light magic. If anitem made of azurite is enchanted with light pro-ducing spells, such enchantments have an XP costthat is 10% less than normal.

ItemItemItemItemItem Market Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierLight Armor +750 gpMedium Armor +3,000 gpHeavy Armor +7,000 gpShield +750 gpOther Items +400 gp per pound

Blood Lacquer: In the sheltered coves of theBlood Sea and the blood-tainted marshes of theSoporatra Swamp and the Blood Bayou, thereexists a crimson sludge that deposits where thewater is relatively still. A mixture of sea foam,sediment, and the blood of the Mountainshaker,this blood lacquer has been found to have uniqueproperties. The titanspawn who live in such areashave found that this composite can be applied toorganic (but inanimate) objects to toughen them.For example, leather or wicker armor to whichblood lacquer is applied gains a +1 enhancementbonus to its AC.

Items that have been coated with blood lac-quer have a hardness of 8 and 15 hit points perinch of thickness.

ItemItemItemItemItem Market Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierAny Armor or Shield +1,000 gpOther items +200 gp per pound

Darkwood: Though this wood was once com-mon, it is now very rare in the Scarred Lands. Theonly grove known to exist on Ghelspad is in theDarkwood Grove, west of the city of Fangsfall.There are also writings of the Ganjulael elves thatspeak of the existence of a large grove in theforests east of Eldura-tre, in the region now knownas the Blood Bayou. Little is known of what hasbefallen this grove. Lone darkwood trees alsoexist in minute numbers, scattered among theforests of the Scarred Lands Rumors indicate theHornsaw is an especially likely place to locate thisvaluable wood.

For more information on darkwood, see DMG,Chapter 7, “Creating Magic Items,” Special Materials.

Dragonhide: Dragonhide is nearly unknownis the Scarred Lands, though occasionally thebarrows of pre-Divine War heroes may be foundto contain a suit of armor made of the rare sub-stance. It is said by some scholars that the strangewarriors of the Dragon Lands are known to wearsuch armors, the patterning and color of whichdeclares their clan allegiance.

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poses of construction time but the masterworkquality does not affect the armor check penalty ofarmor. Note that only items made wholly or mostlyof this metal qualify as a serpentsteel weapon.

Serpentsteel has a hardness of 15 and 30 hitpoints per inch of thickness.

Serpentsteel has an affinity to venomous en-hancements. If an item made of serpentsteel isenchanted with poison magic or magic with theacid descriptor, such enchantments have an XPcost that is 10 % less than normal. Note thatitems with poison, either magical or mundane,have two poison effects, one from the serpentsteeland one from the applied poison. Two savingthrows are required, one for each effect.

Item Poison Strikes MarketDC Price

ModifierWeapon 8 2/dose +750 gp(1d4 damage)Weapon 10 3/dose +1,500 gp(1d6 damage)Weapon 12 4/dose +3,000 gp(1d8 damage)Weapon (1d10, 14 5/dose +6,000 gp1d12 damage)

Sorcerer’s Steel: The destruction of Mesossent magical energy to the four corners of theScarred Lands. In places, this energy pooled andcreated magical disruptions in the area — alteringcreatures and items and imbuing them with theessence of the titan of magic. In these locationssimple iron was changed into sorcerer’s steel.Sorcerer’s steel looks like normal iron, but whenmagic is channeled nearby, the metal hums andglows faintly. Sorcerer’s steel is very receptive tomagical energy.

Armor and shields made from this metal canassist the wearer in casting magical spells, helpingto offset the arcane spell failure of the armor.Weapons made of sorcerer’s steel can hold touch-based spells for the wielder. If an attack made bysuch a weapon hits normally, the weapon doesdamage and the spell is released. If the attack rollis lower than the opponents normal AC but greaterthan the opponents touch attack AC, the spelldischarges but the weapon does no damage. Itemsmade of sorcerer’s steel are considered master-work for purposes of construction time, but themasterwork quality does not affect the armor checkpenalty of armor made of this metal. Note thatonly items made wholly or mostly of this metalqualify as a sorcerer’s steel item.

Sorcerer’s steel has a hardness of 10 and 30hit points per inch of thickness

is one category lighter than normal for purposesof movement and other limitations.

For more information on mithril, see DMG,Chapter 7, “Creating Magic Items,” Special Mate-rials.

Nightwood: A strange crossbreed of iron-wood and darkwood trees , nightwood wasoriginally created by the Broadreach elves andraised in groves meant to be harvested. With thedestruction of the elves, nightwood has spreadnaturally into the wild, and stands of this deepblack wood can be found scattered randomly. Anywooden or mostly wooden item made fromnightwood is considered a masterwork item andweighs only half as much as normal. Armor checkpenalties for shields or wood armor made fromnightwood are reduced by 2. To determine theprice of nightwood items, use the original weightbut add 15 gp per pound to the price of a master-work version of the item.

Nightwood has a hardness of 8 and 15 hitpoints per inch of thickness.

Nightwood has an affinity to darkness magic. If anitem made of nightwood is enchanted with magic withthe darkness descriptor, such enchantments have an XPcost that is 10% less than normal.

Silver, Alchemical: The genesis of this metal'scrafting is laid at the feet of Madriel and Corean, whosought to create a material that mortal men might use tofight the beastly children of Belsameth and those outerplanar creatures that sought to harm or corrupt human-ity. The use of alchemical silver is common in manyareas, and many adventurers are known to carry at leastone alchemical silver weapon, just in case they encoun-ter those things whose flesh burns at its touch.

For more information on alchemical silver,see DMG, Chapter 7, “Creating Magic Items,”Special Materials.

Serpentsteel: This metallic green, oily-sheened metal is best known as the substance usedto craft asaatth blades. The alchemical process ofmaking this metal involves combining copper,iron, and several types of snake venom, and isclosely guarded by the serpentfolk. A creaturewounded by serpent steel must make a Fortitudesave (DC see below) or lose a point of Constitu-tion for 1d4 hours.

Additionally, serpentsteel absorbs venomquickly, reducing the chance of poisoning oneselfwhen applying venom to a serpensteel weapon to3%. Poisons delivered topically unfortunately havetheir Fortitude save DC reduced by 2, as thepoison is dispersed throughout the blade. A singledose, however, can be used for multiple strikesdepending on the size of the weapon. Items madeof serpentsteel are considered masterwork for pur-

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Starsteel: From time to time balls of fireand iron rain down from the heavens to causedeath and destruction for the inhabitants ofthe Scarred Lands. Legend holds that thesefiery missiles come from Thulkas, the Iron Lord,in his solar prison. Angered by the treachery ofthe gods, and his confinement, he rains piecesof his element down upon the people who be-trayed him. Histories in the Library of Lokil,which describe similar celestial events datingbefore the Divine War, lend some doubt to thistheory. In any event, the iron that remainsfrom these stellar objects is incredibly pureand durable. Items made of starsteel are con-sidered masterwork for purposes of constructiontime but the masterwork quality does not af-fect the armor check penalty of armor. Notethat only items made wholly or mostly of thismetal qualify as a starsteel item.

Starsteel has a hardness of 12 and 35 hitpoints per inch of thickness.

Starsteel has an affinity to fire magic. If anitem made of starsteel is enchanted with magicwith the fire descriptor, such enchantmentshave an XP cost that is 10 % less than normal.

than all others. He succeeded — and fashionedadamantine. But for some reason his accom-plishment didn’t please him, so he hid themetal deep in the earth. Some sages speculatethat he saw in the metal something with thestrength to bring down a titan. But whateverhis reason, he then went about creating a newmetal, one that lacked the ability to empowermortal men to such a level. What resulted wasa substance, nearly as strong as adamantine,that he gifted to the men and dwarves whowere his most loyal smiths. Thogalh’na, whichmeans “s tone-metal” in Titanspeech, i s astrong, heavy, jet-black metal.

Weapons and armor made of thogalh’naweigh 150% that of normal iron items andreceive enhancement bonuses as if they weremagical, though these bonus are not nullifiedin areas where magic does not function. Weap-ons receive a +1 to attack and damage rolls.Armor and shields receive a +1 enhancementbonus to their AC, though they receive a –1 totheir maximum Dexterity bonus, a +1 armorcheck penalty and a +5% arcane spell failure.These bonuses do not stack with any magicalbonuses the item might have. Items made ofthogalh’na are considered masterwork withrespect to construction time, but the master-work quality does not affect the enhancementbonus of weapons or the armor check penaltyof armor. Note that only items made wholly ormostly of this metal qualify as a thogalh’naitem.

Thogalh’na has a 20 hardness and 35 hitpoints per inch of thickness.

Thogalh’na becomes receptive to enchant-ments if the creator invokes certain rituals toGolthagga. Any enchantments laid on an itemmade of thogalh’na while the creator worksthe correct rituals have an XP cost 10% lessthat normal.

ItemItemItemItemItem Market PriceMarket PriceMarket PriceMarket PriceMarket PriceModifierModifierModifierModifierModifier

Light Armor +1,000 gpMedium Armor +2,000 gpHeavy Armor +5,000 gpShield +500 gpWeapon damage +1,000 gp1d4 or 1d6Weapon damage +2,000 gp1d8, 1d10, or 1d12

ItemItemItemItemItem Market Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierMarket Price ModifierLight Armor +500 gpMedium Armor +2,000 gpHeavy Armor +5,000 gpShield +300 gpOther Items +300 gp per pound

ItemItemItemItemItem ArcaneArcaneArcaneArcaneArcane MarketMarketMarketMarketMarketSpellSpellSpellSpellSpell PricePricePricePricePriceFailureFailureFailureFailureFailure ModifierModifierModifierModifierModifier

Light Armor –10% +6,000 gpMedium Armor –15% +12,000 gpHeavy Armor –20% +20,000 gpShield –5% +2,000 gpOther Items +1,000 gp per pound

Sorcerer’s steel has an affinity to all magicalenchantments. Any enchantments laid upon anitem made of sorcerer’s steel have an XP cost 10%less than normal.

Thogalh’na: This metal was originally cre-ated by the titan Golthagga and was a gift tothose smiths he favored. Legend states thatwhen the world was new, Golthagga spent yearstrying to fashion a metal that would be harder

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LEGAL APPENDIXby virtue of appearing there. The above Product Identity is notOpen Game Content.

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